Cost e-cigarettes cannon falls

jetlag inspired london race across london

2024.06.02 16:53 Bulky_Addendum2043 jetlag inspired london race across london

me and some friends are planning to do a jetlag race for some fun just wanted to get opinions on our map, finish/start, rules,challenges and shop please do enjoy the read and any advice would be great
Start/Finish
London eye
The map
15km radius of london eye (for reference in the west will be wembley,Ealing and brentwood, south is wimbledon, bromley, crystal palace, east is city air[port,greenwich,woolwich, south woodford, and north we’re looking at tottenham, finchley, edmonton)
Challenges and rewards
  1. Penalty shoot- You need to visit one of the many london stadiums of this website(https://www.santosfootballplanet.com/articles/these-are-all-21-football-stadiums-in-london/) and take a team photo in front of it. This will grant you 50 coins if completed
  2. Take a flight- Go and visit London city airport taking a photo at the entrance of the airport with your teammate and make sure to have the airport sign in the photo. This will grant you 100 coins if completed
  3. Race the tube- the train on the circle line from mansion house to cannon street is runnable. 1 teammate must do this run while the other waits for him to arrive. If the teammate running doesn't make it back in time the other teammate must leave the train with both his and his teammates belongings waiting for his arrival to then commence the 20 minute challenge forfeit. This will grant you 200 coins if completed
  4. Big Store- London has many flagship stores for many companies and many famous stores. You and your teammate must visit one of these shops and take a photo by making it obvious which store they are at. The list of valid stores are- Harrods, Hamleys regent street, lego store leicester square, m&m store leicester square,microsoft experience centre oxford circus, nike store oxford circus. This will grant you 50 coins if completed
  5. Train circle- take a journey onboard 5 different tfl trains/tram the lines include (central,circle,district,Elizebeth,hammersmith and city,overground,waterloo and city, bakerloo,jubilee, metropolitan, piccadilly, northern, dlr) This will grant you 100 coins if completed
  6. Too Hogwarts- Go to London's king cross st pancras station and find platform 9 and 3 ⁄ 4. You and your teammate need to take a photo with it. This will grant you 100 coins if completed
  7. Maze runner- Go to the barbican, put a blindfold on one of your teammates, guide him somewhere into the barbican untie the blindfold and they need to guide you and himself outside of the barbican. After he has guided both of you out of the barbican this challenge will grant you 1000/n (where n= how ever many minutes it took to get out of the barbican) coins if completed
  8. 96m- go to Big Ben and 1 member of your team needs to take a photo with it but you need to get the entirety of big ben in shot of the photo. This will grant you 100 coins if completed
  9. You’re under arrest- Break an American law. Very simply, just breaking a stupid American law that is not illegal in the uk. Only one of your team has to do this.This will grant you 100 coins if completed.
  10. Not 1 but 2. Visit both Westfield White city and Westfield stratford. Take a photo that shows the sign of the 2 westfields. This will grant you 400 coins if completed
  11. Chug jug- buy a can of soft drink (up to you) and find a way to finish the entire drink in 60 seconds. Only 1 teammate has to do this. This will grant you 50 coins if completed
  12. Spider Man's final battle- in spiderman far from home the finale was set at tower bridge. Go visit tower bridge and take a photo showing parts of the bridge and a reaction as if you’ve seen spiderman.This will grant you 200 coins if completed
  13. Old school- travel from 1 station to another without using any form of maps. No physical maps, no online maps and no asking people for help. This will grant you 200 coins if completed
Shop
Rules
submitted by Bulky_Addendum2043 to JetLagTheGame [link] [comments]


2024.06.02 16:42 TheFuschiaIsNow Anyone have either of these Dreo fans? I’m conflicted.

I’m stuck between two Dreo fans and what to get. I’m in an apt and really only trying to use one AC and have a fan do the rest with pushing circulating the air around to the rest. Entire apt is around 600 Sqft. My AC is only 5000 BTU, but still cools pretty well. I’d just want something a bit more efficient on the fan side. My $40 cost way box fan is starting to fail. To add, I have a baby which will eventually be a toddler and wondering if there’s any concerns of getting fingers caught. I’m trying to avoid Dyson, cost isn’t the factor but I heard they fall pretty short in terms of power vs price.
These are the two I’m looking at…
Pedestal:
https://www.bestbuy.com/site/sku/6572496.p?skuId=6572496
Tower:
https://www.bestbuy.com/site/sku/6572497.p?skuId=6572497
submitted by TheFuschiaIsNow to fans [link] [comments]


2024.06.02 16:33 TicketronTickets Reverse Split Not An Option

Further, while Nasdaq rules do not impose a specific limit on the number of times a listed company may effect a reverse stock split to maintain or regain compliance with the Minimum Bid Price Requirement, Nasdaq has stated that a series of reverse stock splits may undermine investor confidence in securities listed on Nasdaq. Accordingly, Nasdaq may determine that it is not in the public interest to maintain the Company’s listing, even if we regain compliance with the Minimum Bid Price Requirement.
In addition, Nasdaq Listing Rule 5810(c)(3)(A)(iv) states that if a listed company that fails to meet the Minimum Bid Price Requirement after effecting one or more reverse stock splits over the prior two-year period with a cumulative ratio of 250 shares or more to one, then the company is not eligible for a Compliance Period.
The Company effected a 1-for-80 reverse stock split of its Common Stock on August 25, 2023, and if the Company’s stockholders approve the Reverse Stock Split Proposal and the Reverse Stock Split is implemented, the Company will have effected reverse stock splits with a cumulative ratio of 240 shares to one. Any subsequent reverse stock split would cause the Company to exceed the 1-for-250 ratio.
The Company may fail to regain compliance with the Minimum Bid Price requirement during the Compliance Period or maintain compliance with the other Nasdaq listing requirements.
In particular, the rights granted to FF Global Partners LLC (“FFGP”) under the Amended Shareholder Agreement or other similar rights granted to other investors may cause FF to fall out of compliance with certain of Nasdaq’s Listing Rules, including Nasdaq Rule 5640, which disallows the voting rights of existing stockholders to be disparately reduced through any corporate action or issuance.
Any non-compliance may be costly, divert management’s time and attention, and could have a material adverse effect on the Company’s business, reputation, financing, and results of operation
A delisting could substantially decrease trading in the Class A Common Stock, adversely affect the market liquidity of the Common Stock as a result of the loss of market efficiencies associated with Nasdaq and the loss of federal preemption of state securities laws, materially adversely affect its ability to obtain financing on acceptable terms, if at all, and may result in the potential loss of confidence by investors, suppliers, customers and employees and fewer business development opportunities.
Additionally, the market price of the Class A Common Stock may decline further and stockholders may lose some or all of their investment.
Source FORM 8-K/A Filed December 21st 2023
submitted by TicketronTickets to RealFFIE [link] [comments]


2024.06.02 16:30 beingimmature Ultimate AC Buying guide 2024

Before Buying Ac From Any Brand
🌡️Check before buying Ac
a. 5 year PCB warranty
b. 1 year comprehensive warranty on whole product.
c. 10 years compressor warranty and Copper coil.
If any company is not giving these 3 things, just kick that brand from your mind.
⚠️ Don't forget to Vacuum your AC while installing.Otherwise AC will not cool your room. If technician said not required then tell him to come with vacuum machine otherwise bhaga dena.
⚠️ If voltage fluctuate in your area then I would say use good stabilizer from a repute brand.
☀️Now People will suggest buying a 3 star AC But trust me go with 5 star model of the same 3⭐ model you choose.
🌡️Reason to buy 5 Star
5 ⭐ Ac is more effective than 3 ⭐
Compressor size is bigger in 5⭐
5 ⭐model has better cooling than 3 ⭐
It will definitely save your electricity bill
🌡️Now come to the Bands
Mitsubishi and O General are the OGs in market. Those are premium segment AC and heavy duty AC. Like Mitsubishi AC costs 90K only for indoor outdoor unit. You have to purchase copper pipe separately + installation charges. Total cost 95-100k. And it's after sales service available in few metro cities.
  1. Daikin
Pros: excellent cooling, electric consumption is less, auto clean
Cons: no Convertable mode, technically auto Convertable so no issues.
  1. Hitachi
Pros: Excellent cooling, auto clean 🍅 Now Hitachi giving 5 years PCB warranty for both INDOOR unit and OUTDOOR unit. Other companies provide warranty only Outdoor PCB warranty for 5 years except Hitachi. PCB is a vital thing in the Inverter AC.
Cons: Consumes a little more electricity, temparature Display not available, Convertable mode unavailable technically auto Convertable so no issues.
  1. Carrier
Sufficient cooling, auto clean, Convertable mode available. Overall good. Carrier is the company who invented AC.
  1. Panasonic
AC are excellent but Panasonic remote sucks, it will not response or stop working after sometimes. Wi-Fi available.
🌡️Don't buy Lloyd, Voltas, Godrej, Haier, IFB, Bluestar, LG, Whirlpool.
🤖 Smart Wi-Fi ( Although it's useful for tech-savvy people, may create difficulty for elders), AI features are marketing gimmick, don't fall on those trap
🌞 Bonus tip: suppose your room size is 170 sqft. top floor, directly sunlight exposed. Generally you think a 1.5 ton AC will be more than enough. No you need a 2 ton act. You can use Ac 2 ton Ac as 1.5ton ( some models has 7 Convertable modes) but you can't use a 1 ton Ac 110% efficiency. It may effect on your compressor. So it's better to buy higher Tonnage AC for some conditions.
🪐If you want to know perfect tonnage according to your room size, then check this post:
https://www.reddit.com/IndiaTech/s/aHJVUv6Gu1
submitted by beingimmature to IndiaTech [link] [comments]


2024.06.02 16:17 ResponsibilityOk9033 Critique my magic system!

I saw someone else doing something similar and figured this is a good way to get some feedback on mine. For starters, this is my first attempt at creating a magic system. I am running a short dnd campaign and thought it would make things more interesting to establish some new "magic" type stuff into my world. We are still using all spells and everything, this is just an addition to it that the plot will focus on as a main point.
I wanted to create a kind of grotesque and disturbing magic system, with a focus on physically altering your body, trying to emphasize in the system how it's not really supposed to be fucked with by mankind, but it still is.
The world itself im running takes place in the feudal era. Thousands of years ago, the world was ravaged by dragons, but they went extinct after an ancient war. That's important context for the system itself since the magic is going to be used by a cult of dragon worshippers trying to attain dragonhood and immortality.
So in reality dragons aren't magical. They get their power from chemistry basically. Their stomach acid combines with certain elements of their diet, which absorbs into their bodies, and lets them do things. So, a dragon that eats x+y+z, that xyz combines with their stomach acid and lets them do "A" attack. However, it dosen't have to be from the dragon itself. If a human combined x+y+z+dragon's acid, it would still produce "A" attack. So by discovering what combination of different elements of the world can create different effects, the cult gets closer to finding everything about them. But the only way to actually perform the "magic" is by locating and collecting this acid, which is found around their corpses. This is the first half of the system. Based on collecting these materials and using them to get whatever effect. But it's very experimental and can end catastrophically.
Secondly, is the concept of a Seraphic Mantle. Basically, dragons have the uncanny ability to restore their limbs and parts of their bodies after they get injured. Despite what legends may state, dragons were not immortal. They just have the ability to recover from injuries incredibly fast. They recover from injuries, similarly to how they perform magic, through their diet. Humans can also emulate this effect, but it comes with a cost.
The enamel in a dragons mouth can react with certain elements to heal themselves, depending on what they consume. Remnants of this substance is still found in their enamel after their flesh decays, and trace amounts in whatever remains of their bodies when they die. These elements can also combine to create the desired effect outside of a dragon. Ie, growing back a draconic limb, or wing, etc. However, it's under no circumstance "designed" for a human body. Activiating a ritual to restore a limb, or sprout wings for example, is not a smooth transition. As a limb grows inside a human and expands outward, it commonly ruptures and completely shatters any bone, rips through flesh, and tears away at arteries in order to grow to maturity. This process can take a varying amount of time, from a few seconds, to weeks, and it can leave a host either dead, or dying, in its wake. However, these grown limbs can be used, and are incredibly powerful. This is an incredibly brutal act. I was somewhat inspired by the visuals of something like godrick the grafted from elden ring, or the general enemy design in bloodborne.
Anyways, like I said, the ritual of consuming these parts and receiving the effects is known as receiving a "Seraphic Mantle." Soon after consuming and receiving the effects of a Seraphic Mantle, the aspect of the Mantle will decay and fall off. Ie, an extra limb, wings, claws etc. The accelerated healing from the dragons enamel will help heal the body, but it still leaves scar tissue around where the limb ripped out of the person
In the case of something that physically affects the limbs you already have, like turning your legs into Draconic Legs or an arm into a Draconic Arm, the draconic limb will completely fall off with time. The original arm will grow back, but over the span of days. The accelerated healing can create stem cells to restore the limb, but without extensive training, further use of a similar enhancement might cause the recovering limb to pull itself apart entirely.
I wanted to lean into the generally grotesque nature of changing your body with new limbs or unnatural modifications, and create a kind of body horror with how this magic system affects you, and how terrifying it would be to see as a concept. Kind of the idea that this kind of magic isn't meant to be meddled with by mankind. I plan to focus on that a lot as a theme, how much it destroys and mutilates the user of it, even though it comes with great power. I'm not very good at doing it in this description, but the major focus of this system is how it can make humans completely otherworldly and horrifying. Like I said, sort of inspired by things like Godrick the Grafted in elden ring, or the enemy design in Bloodborne.
submitted by ResponsibilityOk9033 to magicbuilding [link] [comments]


2024.06.02 16:16 ResponsibilityOk9033 Critique my magic system!

I saw someone else doing something similar and figured this is a good way to get some feedback on mine. For starters, this is my first attempt at creating a magic system. I am running a short dnd campaign and thought it would make things more interesting to establish some new "magic" type stuff into my world. We are still using all spells and everything, this is just an addition to it that the plot will focus on as a main point.
I wanted to create a kind of grotesque and disturbing magic system, with a focus on physically altering your body, trying to emphasize in the system how it's not really supposed to be fucked with by mankind, but it still is.
The world itself im running takes place in the feudal era. Thousands of years ago, the world was ravaged by dragons, but they went extinct after an ancient war. That's important context for the system itself since the magic is going to be used by a cult of dragon worshippers trying to attain dragonhood and immortality.
So in reality dragons aren't magical. They get their power from chemistry basically. Their stomach acid combines with certain elements of their diet, which absorbs into their bodies, and lets them do things. So, a dragon that eats x+y+z, that xyz combines with their stomach acid and lets them do "A" attack. However, it dosen't have to be from the dragon itself. If a human combined x+y+z+dragon's acid, it would still produce "A" attack. So by discovering what combination of different elements of the world can create different effects, the cult gets closer to finding everything about them. But the only way to actually perform the "magic" is by locating and collecting this acid, which is found around their corpses. This is the first half of the system. Based on collecting these materials and using them to get whatever effect. But it's very experimental and can end catastrophically.
Secondly, is the concept of a Seraphic Mantle. Basically, dragons have the uncanny ability to restore their limbs and parts of their bodies after they get injured. Despite what legends may state, dragons were not immortal. They just have the ability to recover from injuries incredibly fast. They recover from injuries, similarly to how they perform magic, through their diet. Humans can also emulate this effect, but it comes with a cost.
The enamel in a dragons mouth can react with certain elements to heal themselves, depending on what they consume. Remnants of this substance is still found in their enamel after their flesh decays, and trace amounts in whatever remains of their bodies when they die. These elements can also combine to create the desired effect outside of a dragon. Ie, growing back a draconic limb, or wing, etc. However, it's under no circumstance "designed" for a human body. Activiating a ritual to restore a limb, or sprout wings for example, is not a smooth transition. As a limb grows inside a human and expands outward, it commonly ruptures and completely shatters any bone, rips through flesh, and tears away at arteries in order to grow to maturity. This process can take a varying amount of time, from a few seconds, to weeks, and it can leave a host either dead, or dying, in its wake. However, these grown limbs can be used, and are incredibly powerful. This is an incredibly brutal act. I was somewhat inspired by the visuals of something like godrick the grafted from elden ring, or the general enemy design in bloodborne.
Anyways, like I said, the ritual of consuming these parts and receiving the effects is known as receiving a "Seraphic Mantle." Soon after consuming and receiving the effects of a Seraphic Mantle, the aspect of the Mantle will decay and fall off. Ie, an extra limb, wings, claws etc. The accelerated healing from the dragons enamel will help heal the body, but it still leaves scar tissue around where the limb ripped out of the person
In the case of something that physically affects the limbs you already have, like turning your legs into Draconic Legs or an arm into a Draconic Arm, the draconic limb will completely fall off with time. The original arm will grow back, but over the span of days. The accelerated healing can create stem cells to restore the limb, but without extensive training, further use of a similar enhancement might cause the recovering limb to pull itself apart entirely.
I wanted to lean into the generally grotesque nature of changing your body with new limbs or unnatural modifications, and create a kind of body horror with how this magic system affects you, and how terrifying it would be to see as a concept. Kind of the idea that this kind of magic isn't meant to be meddled with by mankind. I plan to focus on that a lot as a theme, how much it destroys and mutilates the user of it, even though it comes with great power. I'm not very good at doing it in this description, but the major focus of this system is how it can make humans completely otherworldly and horrifying. Like I said, sort of inspired by things like Godrick the Grafted in elden ring, or the enemy design in Bloodborne.
submitted by ResponsibilityOk9033 to magicbuilding [link] [comments]


2024.06.02 16:16 Any_Door2600 Buying a PC costs $5,000 - If you had invested $5,000 in Nvidia you would now have $1,400,000 - Let that sink in.

Buying a PC costs $5,000 - If you had invested $5,000 in Nvidia you would now have $1,400,000 - Let that sink in.

Buying a PC costs $5,000 - If you had invested $5,000 in Nvidia in 2015 you would now have $1,400,000.

Let that sink in

3 reasons why I hold Nvidia and never sold it since 2015 (actually bought more)👇

I mounted my first PC with Nvidia graphic card components in 2006. Back in 2012 I was a high frequency trader and we were already using graphic cards for computing power, we would be in the lowest floor "close to the ground" for faster market connection to Nasdaq.
In 2015, I thought I was late in the game, but hey: Warren Buffett held his best trade for 30 years: it's never too late.

The real question is what about now?🎯

Here are my top 3 industry views:
  1. OpenAI CEO is raising $7 trillion for quantum chips, so the market is about to go huge these CEOs understand the upside of Al, $7 trillion is more than Apple and Microsoft valuation combined
  2. Humanoid robots and ai PCs are coming soon (Tesla is relying on them and robodrivers) Nvidia managed to create chips that help power Al and is leading by far over all its competitors
  3. Earnings blew up way more than the stock price, to me the stock is undervalued (I compared it with all its competitors including AMD and explained in a post how psychology and misinformation, including « high price growth effect » made people scared of Nvidia and run into competition that has no intrinsic values in terms of revenues, check my post why Nvidia and not AMD)
👉 A candle doesn't lose its flame by lighting another candle.

🎯Some tips you should know:

👉1) Nvidia is the only stock in history that did +800% in 2 years. As a result most people are falling into the Human PSYCHOLOGY Trap and relying on Stock Prices ONLY (there is no hype, there is only a huge increase in revenues and net profits).
Why is this so important? 👉 Because Human Psychology keeps the stock undervalued!
👉2) Nvidia PE is lower (price to earnings ratio) you can now pay less than ever before for a $1 of earnings in the company, which means even if the price is high, the stock is actually cheaper than ever before. And this NEVER happened to any stock in history!!
Why is this so important? 👉 Because this shows you the stock is cheaper now than ever before!
👉3) Nvidia has a strong MOAT (research advantage) it is a Winner:- I've been recommending it since 2015 (+2,590%), my ex coworkers thought I was lucky, and they didnt buy any until today!! (they are still in the office)- And recommended it again last December(+150%), - And again last month +40%, nobody reacted,- And again last week with the stock split and explained how this corporation action will profit the stock by reverting human psychology and making the stock price growth rally toward its earnings per share growth, and nobody cared and it took +20% in 5 days.
Why is this so important? 👉 Because it shows how much people are restraining themselves from buying!
The stock price went up but social hype is not existant at all!
💸And that's just one among other opportunities! A rising tide lifts all boats, I help you, help others too: spread the knowledge.
If you are curious, I shared this pdf on LinkedIn feel free to have a look at the data and graphs.
Also my latest analysis from December 2023 (Nvidia was at $480): https://www.stockstobuynow.ai/posts/nvidia-nvda-buy
Edit: adding one picture here so people can view this too
https://preview.redd.it/lk36k90d964d1.jpg?width=1161&format=pjpg&auto=webp&s=f8093c9aecc56fffc95d3782863db093b86767f9
Full analysis on instagram but screenshot above
submitted by Any_Door2600 to wallstreetbets [link] [comments]


2024.06.02 16:05 jpr_jpr How rigged is this game?

The more I play this game the more obvious it seems the game is rigged to force me to spend money. A very difficult level is ridiculously hard to the point I try to beat it for an hour and it causes me to stop trying for a few days, almost to the point of swearing off the game. But then, after seeing the game has almost broken my interest, I play the level and pieces magically fall into place. The stupid quests to win the golden prize also seemed rigged in attempting to get me to spend money to achieve it. I'd be curious to play some of the tasks side-by-side with another player. It seems as soon as I find a source of energy and have a high balance, obstacles proceed to have a higher cost of clearing.
The game was fun, but the less it appears to be a game of chance and more of a game rigged to upsell spending real money, I'm starting to lose interest.
submitted by jpr_jpr to TownshipGame [link] [comments]


2024.06.02 16:01 Griffon-Knight The Adventures of Warrior Omega Part 6

As soon as Alan said that, he had drawn out the sword "Omnolight". "You shall fall." said The Master Of Zombies. "We will see." said Alan. Then, with that, the battle between Alan and the Master of Zombies had begun. Little did the Master of Zombies know, that the four mercenaries were behind him. Quotor had noticed the mercenaries. "Sire." said Quotor, "Look behind you!".At that moment, the four mercenaries attacked the Master Of Zombies. The Master Of Zombies had drawn out another sword, and is now fighting with two swords. "You shall not stop me." said the Master Of Zombies. As soon as he said that, The Master of Zombies had used his double slice attack on the mercenaries. He then followed it with Dark Blade Storm. That combination was so powerful, that it had fatally wounded Scycortus and Zor'Cortox. "Scycoryus! Zor'Cortox!" exclaimed Atorusk. "Master of Zombies!" Roared Korzon, "I shall see you pay for this!". At that moment, Korzon had charged at the Master Of Zombies. "Oh, you think you can stop me." said The Master Of Zombies, "Well, take a look at this.". At that moment, The Master Of Zombies had summoned the Battleship. "By the gods!" said Kalzortus. "How shall we stop it." said one of the Orc Warriors. "I shall do this." said Aizortun, "Omega Storm!". At that moment, Aizortun had used his Omega Storm attack. "My God!" Exclaimed Aizortun, "It has no effect.". "I'll handle this." said Scaltokas, as he motioned for the griffen riders. "Griffen Riders." said Scaltokas, "Take out the gun turrets on the deck.". "Yes, sir." said the lead Griffen rider. All the While, Alan and the Master of Zombies were fighting.
Both were beginning to sustain damage. "Let's take this somewhere." said the Master Of Zombies, "Where your allies won't help you.". At that moment, Both Alan and the Master Of Zombies were warped onto the Battleship. Outside, on the field, Xeintox had directed some of the Artillery crews to fire upon the Battleship. On-board the Airship, Captain Mortenson had commanded the warriors at the gunners posts to keep firing upon the advancing forces. Slowly, but surely, the Undead forces were overcoming the armies of Zorakhor. Tirus was trying to take on the Battle Knight. She was at a disadvantage. Little did she know, that she will be getting help, in the form of the Ogre Gretack. "Tirus!" said Gretack, "Hold on. I'm on my way.". All the while, Gretack was charging through the hordes of undead creatures. As he was doing so, Gretack was tossing zombies out of his way. The Battle Knight had turned to attempt to block Gretack. Gretack had come crashing in, and sent the Battle Knight flying. "That's for messing with my friend." said Gretack. Meanwhile, back onboard the Battleship, Alan and the Master Of Zombies were fighting all over the ship. Both warriors had sustained a moderate amount of damage.
"You shall fall!" said the Master Of Zombies. "You shall not stop me." said Alan, "This is for all the people you have harmed, with your dark power!". At that moment, Alan had charged at the Master of Zombies. "You pitiful human." said the Master Of Zombies, "What makes you think you can stop me?". "One thing you don't have." said Alan, "A human spirit.". At that moment, Alan had used a overhead slice move on the Master Of Zombies. Alan had followed up with a series of moves. The Battle between Alan and the Master Of Zombies had gone all over the place. Meanwhile, outside the battleship, Aizortun and Khalox's forces had managed to get past the Battleship's defences, but not without heavy casualties. Khalox had come face to face with the Battle Knight. "So." said Khalox, "we meet at last. Finally, i shall have what is rightfully mine.". "Not likely." said the Battle Knight. At that moment, the fight over the power of the Battle Knight had begun.
What The Battle Knight doesn't know, is that Khalox has a plan to separate him from the armor. "You shall not beat me." said the Battle Knight, "No one has ever beaten me.". "Oh." said Khalox, "And what about Joseph Barker?". "Arrgh!" exclaimed the Battle Knight as he charged at Khalox. "Fool." Khalox said to himself, "You fell right into my plan.". "Alright boys." Khalox said to his minions, "Attack!". At that moment, Khalox's minions had attacked the Battle Knight. "Soon." said Khalox, "The power shall be mine.". Meanwhile, back on the Battleship, Alan and the Master Of Zombies had battled their way throughout most of the ship. Just then, Necro-Oracle had contacted Alan. "Alan." said Necro-Oracle, "go to the engine room.". "For what reason?" asked Alan. "If you want to disable the Battleship." said Necro-Oracle, "Target the reactors.". "If you insist." said Alan. At that moment, Alan had attempted to start on his way to the engine room. Alan was stopped by the Master Of Zombies. "You shall not get to the Engine room." said the Master Of Zombies. "We shall see." said Alan. "Where is the engine room, Necro-Oracle?" asked Alan. "The Engine room is at the stern section of the battleship." said Necro-Oracle, "it is on deck 12.". As soon as Necro-Oracle said that, Alan had started on his way to the engine room. The Master Of Zombies had given chase.
Meanwhile, outside the battleship, the army of Zorakhor had managed to fight back against the undead forces. "We have them on the run." said Rotusor. "We may have a chance to win." said Kalzortus. Just then, Vor'Tosus, Commander-In-Chief of the Kor'Drakk forces had contacted Kalortus. "Kaltortus." said Vor'Tosus, "Reinforcements are on their way.". "Excellent." said Kalzortus, "We shall win.". All the while, Khalox and the Battle Knight were fighting. The Battle Knight was on the losing end of the fight. "I shall not let you win." said the Battle Knight, as he charged at Khalox. "Darkness Blast!!" exclaimed Khalox, as he used his Darkness Blast attack. That attack had killed the Battle Knight. "Forgive me, Master Of Zombies." said The Battle Knight, "For i have failed you.". As soon as he said his final words, The Battle Knight, also known as Sir Malcom Herbert, had died. The Battle Knight's armor and the Skull Sword had begun to disappear. "Now's my chance." said Khalox. That was where Khalox had taken the Battle Knight's Armor and Skull Sword. At that moment, the reinforcements that Vor'Tosus had said, had arrived. "Finally." said Captain Zordash, "We're winning.". Meanwhile, on the Battleship, Alan and the Master Of Zombies had already made it down 9 decks. "You shall not win." said the Master Of Zombies.
All the while, Alan was forcing him towards the engine room. "What makes you think you can stop me?" said the Master Of Zombies, "For i have the powers of all those whom i have possessed over the centuries.". "Apparently." said Alan, "You still retain the darkness of your origin.". All the while, the Kor'Drakk forces and the armies of Zorakhor were winning. The Kor'Drakk forces had consisted of several fighters and 2 destroyers. That was where Alex Johnson had encountered Aizortun. “At Long Last." said Alex, "We meet.". "Indeed, Old Friend." said Aizortun, "All Forces, Attack!". At that moment, Alex and Aizortun had started fighting each other. All the while, Alan and the Master Of Zombies were making their way to the engine room. Alan was forcing the Master Of Zombies towards the engine room. Alan's armor had sustained severe damage. At that moment, Necro-Oracle had contacted Alan. "Alan." said Necro-Oracle, "What in the Realms is taking so long?". "I'm trying." said Alan, "The Master Of Zombies is stopping me.". All the while, Alan was forcing the Master Of Zombies down the corridors, all the way to the engine room.
Meanwhile, outside the Battleship, The battle between Alex Johnson and Aizortun was under way. The effects of the spells had affected both sides. All of a sudden, the undead's battleship had opened fire on the mercenaries's ship, using the remaining weapons systems. "Arrgh!" said Captain Mortenson, "We've been hit!". "Wait a minute." said Captain Zordash, "i have a idea.". "What would that be?" asked Captain Mortenson. "The 'Dragon Fire' still has all of its missiles intact." said Captain Zordash. "Oh, you plan on taking down the battleship, using the missiles." said Captain Mortenson, "There's just one problem with that.". "What do you mean?" asked Captain Zordash. "When the Undead Armies had made their way to Castle Diroctor." said Captain Mortenson, "They had examined the ship.". "Fortunately." said Captain Zordash, "The Orc mages and the Arch Mage Alex Johnson had used a spell of cloaking to hide the remaining weapons. Also, there was the electronic counter-measures that countered the battleship's scans.". "That might be crazy enough to work." said Captain Mortenson, "But there's one thing i'm worried about.". "What's that?" asked Captain Zordash. "Alan's onboard the Battleship." said Captain Mortenson. “I have a feeling he'll survive." said Captain Zordash.
"Sir." said the Helmsman, "Incoming enemy fire.". "Evasive maneuvers." said Captain Mortenson. "Aye, sir." said the Helmsman. Meanwhile, on the Battleship, Alan and the Master Of Zombies had made it to the corridor outside of the engine room. "Finally." said Alan, "We'll see about winning.". "Not Likely." said the Master Of Zombies. After he said that, The Master Of Zombies had knocked Alan right into the engine room. Just then, Captain Zordash and Joseph had contacted Alan. "Alan." said Captain Zordash, "You've better hurry, for a missile strike is about to occur.". "Alan." said Joseph, "Get the parts.". "I don't have enough time." said Alan. "Then get out of here." said Joseph. "I'll do it." Said Alan. As soon as he said that, Alan had taken off the heavily damaged armor's top section. "So." said The Master Of Zombies, "The Final battle has begun.". "Indeed, it has." said Alan, "Let's bring it on.". At that moment, the final battle has begun. The battle was fierce, with both sides taking damage. "You shall not win." said the Master Of Zombies. "We'll see about that." said Alan. At that moment, Alan had seen a crucial part of the engine. All the while, the ship that the mercenaries had operated had sustained heavy damage. "Sir." said the Helmsman, "We're about to make a emergency landing.".
At that moment, Captain Zordash had completed the missile launch sequence. "10 minutes to launch." the ship's computer said. "Excellent." said Captain Zordash. After he said that, Captain Zordash had contacted Alan to tell him about the missile strike that is about to happen. "Thanks for the update." said Alan. At that moment, Alan had turned to face the Master Of Zombies. "Alright, you rotting pile of flesh." said Alan, "Let's bring it on.". At that moment, the battle had begun. Soon enough, the action had heated up. Both sides had sustained heavy damage. Alan had managed to fire some shots at the main reactor. "You Fool!" said the Master of Zombies, "You'll kill us both!". "What in the realms are you talking about?" asked Alan. "Ha!" said the Master Of Zombies, "You don't know about my human persona.". "What the..." said Alan. "My human persona was that of a Grave Robber named Ken Williams." said the Master Of Zombies. "Ha!" said Alan, "In case you didn't notice, your human persona would have died, because he can't handle the power.". "Arrgh!" said the Master Of Zombies. At that moment, The Master Of Zombies had charged at Alan. Alan had just managed to dodge his attack. The battle was getting fierce, with both warriors having to dig down deep within themselves, in order to keep on going.
"I can't let him win." Alan said to himself, "If he does, All will be lost. I can't let that happen. Too many people have died.". At that moment, Alan had charged at the Master Of Zombies, and delivered a series of well-placed sword slices and shotgun blasts. That resulted in the Master Of Zombies being worn down enough to fall in battle. Just then, the Gate Master had contacted Alan. "Alan." said the Gate Master, "You must not lose control over your emotions.". "I'm trying." said Alan, "But there is a missile strike that's about to happen in less than 10 minutes.". "Then you must hurry." said the Gate Master, "Also, i have some bad news. Captain Zordash had fallen prey to Necro-Oracle's Fire Blast. He has died.". "Oh Great!" said Alan, "How much time is left?". "6 minutes, 55 seconds." said the Gate Master. "Tell Officer Morgan to intercept me." said Alan, "When i complete this mission.". "I'll do that." said the Gate Master. At that moment, Alan had continued the fight. "Update: 6 minutes, 27 seconds." the ship's computer said. "I must hurry." said Alan.
As soon as he said that, He had unleashed a series of attacks. "For Octiviox!" Alan said as he attacked the Master Of Zombies. That resulted in the Master Of Zombies falling back towards the reactor. The Attacks proved to be fatal. "You shall not survive." said the Master Of Zombies, with his final breath, "Even though you have beaten me, you shall go down with this ship.". "Not likely." said Alan. As soon as Alan said that, he delivered the final blow. At that moment, Joseph had contacted Alan. "Alan." said Joseph, "What's your status?". "I'm in the engine room." said Alan, "The Master Of Zombies has fallen. There's 6 minutes and 27 seconds left to a missile launch.". "You have better hurry up." said Joseph. "I'm on my way out." said Alan. At that moment, Officer Morgan had contacted Alan. "So." said Officer Morgan, "You want me to intercept you.". "Indeed." said Alan, "We've better hurry. We have less than 6 minutes before a missile strike hits this ship.". "I'm on my way." said Officer Morgan.
That was where Officer Morgan had headed to the ship. But first, Officer Morgan had to contend with the hordes of the undead. All the while, the clock was ticking for the missile strike. "5 minutes, 39 seconds." the ship's computer said. "Officer Morgan." said Alan, "You've better hurry it up.". Soon enough, after 4 minutes had passed, Officer Morgan had managed to find a clear spot to lift off, in order to intercept Alan. All the while, Khalox, the new Battle Knight, and his forces had retreated. The remaining 2 Generals had switched sides to Necro-Oracle's side. "update: 45 seconds remaining." the ship's computer said to Alan. "Officer Morgan." said Alan, "You've better hurry it up.". Just then, Officer Morgan had arrived. "Alan." said Officer Morgan, "Did you call for a lift?". "Of Course." said Alan, "Let's get a move on.". As soon as Alan said that, the two had escaped through the section of the battleship that Officer Morgan's mech suit had entered in. Seconds later, the missile strike had hit the battleship.
"Phew!" said Alan, "We only made it out with seconds to spare.". “Indeed." said Officer Morgan, "Take a look at the battlefield.". "Well, i'll be." said Alan, "The Enemy forces are retreating.". “Not only that." said Officer Morgan, "We've won.". As they were speaking, the two had seen the remaining undead forces surrendering to the warriors of Zorakhor and the Kor'Drakk Reinforcements. As soon as Officer Morgan and Alan had landed, Necro-Oracle had called over to Alan. "Excellent Work, Alan." said Necro-Oracle, "You have beaten the Master Of Zombies.". "Yeah." said Korzon, "Peace has come to this realm.". "Yes." said Alan, "But at the cost of many lives.". "It is sad, that these beings have died." said Kalzortus. "Guys." said Officer Morgan, "The Battleship's about to crash.". Just then, the warriors had headed for cover to avoid the effects of the crash. Moments later, the ship had crashed. "Is everyone alright?" asked Officer Morgan. "Apparently so." said Gretack. "Then, in that case." said Clint, "Lets celebrate this victory.". “Perhaps." said Alan. After he said that, the warriors of Zorakhor had left to rebuild their lands, but not before taking a moment to remember their fallen comrades.
"Alan." said Necro-Oracle, "We shall see each other soon.". "Indeed." said Alan. That was where the heroes had made it back to Castle Diroctor. "You know something, Adam." said Alan, "This castle is the very spot where our adventure had begun.". "You're right, Alan." Said Officer Morgan, "It's also the place where we met Broktar.". "Not to mention Sir Dante Morgan." said Alan, "Also Ortonk, King Anderson, and the rest of the inhabitants.". "It's a shame that it is now in ruins." said Officer Morgan. "Not to worry." said Kalzortus, "I know of someone who can help in its reconstruction.". "I'm surprised that Telzor didn't try to swing his axe at Dante." said Gretack. Just then, Joseph had contacted Alan. "Alan." said Joseph, "I just want to congratulate you on the mission.". "I'm sorry i didn't get to retrieve the parts." said Alan. At that moment, the heroes had seen the sky darken with the clouds. The clouds had formed the image of the Master Of Zombies. "I shall return one day." said the Master Of Zombies, "Remember this day, hero.".
That was where the clouds had moved away, and the skies brightened. "That was weird." said Alan. "What do you think he meant by 'hero'?" asked Officer Morgan. "I'm not sure." said Alan. "I doubt that this is the last time we'll ever see the Master Of Zombies." said Alex. "If i may add something." said Caleb, "he called Alan 'hero', because he had defended the realm against his evil.". "In that case." said Officer Morgan, "He should have a heroic name.". "In that case." said Alan, "My heroic name shall be 'Warrior Omega'.". "Excellent choice." said Alex. At that moment, the Gate Master had contacted Alan. "Congratulations on the success of your mission." said the Gate Master, "Now i have a plan.". "What would that be, Gate Master?" asked Alan. "It is a way to contact you." said the Gate Master, "Even if you're in other dimensions. By the way, i heard you have a new heroic name.". "Indeed." said Alan, "It is 'Warrior Omega'.". "Most impressive." said the Gate Master. "Well." said Alan, as he checked his watch, "I've better get back to Earth. I have a delivery to complete.". "Could you stay a little longer?" asked Tirus. "Oh, alright." said Alan.
At that moment, the heroes had gone to Chior, for the victory celebration. At the Celebration, there was some unexpected guests, in the form of Necro-Oracle, now known as Arkos Darkblade, and the three former generals of the undead forces. Atorusk and Korzon were there. During the celebration, Alan had managed to have some pictures taken of his new friends. On that day, the realm was at peace, for the time.
The End
Epilogue:
Alan - He had made sure on his promise to Optotorix. After he had buried Optotorix, he had returned to Earth. He had caught up with his work.
Tlowtox Ironhammer - He helps Alan install a new communications device, so that the Gate Master can contact him.
Lieutenant Gotarus - He becomes Captain of the cruiser "Dragon Fire". He also helps to build a outpost in Octiviox, which later expands to be a town.
Kalzortus - He and Broktar had teamed up, and started adventuring through the realms. He regularly keeps in contact with Kar'Gorto.
Tirus - She had travelled to Earth with Alan.
Princess Heather Anderson - She becomes Queen Anderson. She also begins her reign. She also marries her long time boyfriend, Jesse Taltoros.
Gretack - He returns to his post, at the bridge into Chior. His friend, Fortox, had left for the Dimension of the Dead.
Necro-Oracle/Arkos Darkblade - He had departed from Octiviox after the downfall of the Master Of Zombies. No-one knows his whereabouts.
Khalox Wolfclaw/The New Battle Knight - After becoming the new Battle Knight, Khalox and his minions had formed their own empire, located in Zoxtus 7.
Sir Dante Morgan - After the battle, he and Telzor had settled the grudge between them, which has lasted for 11 years.
Aizortun - After the battle, he and Scaltokas had continued to evade the bounty hunters.
Officer Morgan - After the battle, he had returned to Earth. He was promoted to Lieutenant. He had managed to hold onto the Mech Suit.
King Clint Orons - After the battle, diplomatic relations had started between the Barbarian Tribes and the Realm of Zorakhor.
The Orc clan leaders - After the battle, diplomatic relations had started between the clans and the Realm of Zorakhor.
Rotusor - After the battle, he and Zektus had teamed up and had helped the Realm of Zorakhor expand its boundaries. They had teamed up with a Clartoxian Navigator.
Atorusk and Korzon - After the battle, the two mercenaries had left Octiviox with Necro-Oracle. They have also buried their fallen comrades, Scycortus and Zor'Cortox.
Arross - After the battle, Arross had signed a alliance with Queen Anderson.
The Master of Zombies - After the battle, he, In spirit form, has been seen in the shadows, waiting for his time to get his revenge.
Captain Mortenson - After the battle, he and his crew had been hired to find and capture Khalox Wolfclaw.
Joseph Stukov - He still keeps in contact with Alan. He also had continued training recruits.
Alex Johnson - After the battle, he went back to the tower to train new students. He becomes a loyal advisor on Queen Anderson's court.
Caleb Raynor - After the battle, he became a great warrior. He also becomes a student of Alex Johnson. Although very few people had expected him to do such actions, he had managed to progress in his training.
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:58 Griffon-Knight The Adventures of Warrior Omega Part 3

Meanwhile, at the Base of the Barbarian Tribe, the King, Clint Orons had talked to the Messenger. "I shall consider the proposal." said Clint. "Sire." said Deronix, "we should be watching for the so-called 'Heroes'.". "so be it." said Clint. That was where one of the Council Members came towards Clint. "King Orons." said The Council Member. "Yes." said Clint. "With all due respect, we don't really know what the heroes are all about." said the Council Member. Meanwhile, at the crash site of the Kor'Drakk Cruiser, Alan had informed Joseph about the situation that had happened so far. "Where is the Undead Keep?" asked Kar'Gorto. "I'm not certain." said Kalzortus, "Perhaps we could ask the Orcs.". "I can't believe this." said Broktar, "of all the possible situations, you suggest asking the Orcs. Even when you said that you found them to be brutish in nature.".
At that moment, a Orc Warrior had approached the ship. "Sir." said Helmsman Mecator, "There's a Orc warrior at the side of the ship.". "Patch the Transmission to the Ready Room." said Captain Zordash. That was where Helmsman Mecator had patched the transmission to the ready room. "Captain Zordash." said the Orc. "yes, Comrade." said Captain Zordash, "What is it that you want?". "Xeintox has suggested that i come and help the Heroes." said the Orc, "i can help, by leading you to the Undead Keep.". At that moment, Tirus, Rotusor, and Officer Morgan had arrived at the area. "So." said Officer Morgan, "This is the object that had been sighted.". "I wonder where Alan And Broktar are located?" said Tirus.
That was where the Orc Warrior had turned to face Tirus, Rotusor, and Officer Morgan. "I should have figured." said the Orc, as he went for his axe. Tirus had gone for her bow and arrows. "wait a minute." said Rotusor. "What do you mean?" asked Tirus. "The Orc may actually be trying to help the crew of the ship." said Rotusor. "You may be right." said Officer Morgan, "i say we let him have a chance.". "if you insist." said Tirus. That was where the Orc had approached Tirus, Rotusor, and Officer Morgan. "I'm quite surprised." said the Orc, "i thought you would have fired on me, without a second thought.". "state the reason you have approached the ship." said Rotusor. "It is because my boss, Xeintox had sent me to lead a group of warriors to the Undead Keep." said the Orc. "Is that so." said Rotusor.
At that moment, Alan and Broktar had exited the cruiser. That was where Broktar had noticed Rotusor. "By the Moons of Artiox." said Broktar. "What do you mean by that?" asked Alan. "It's a figure of speech." said Broktar. That was where the Orc warrior had approached Alan and Broktar. "Well, Comrade." said Broktar, "Let's get a move on.". "What about our mission of finding allies to help fight the Master Of Zombies and the Undead Forces?" Asked Alan. "You are Right." said Broktar. As soon as Broktar said that, he went back to the ship, and accessed the comm-link. Meanwhile, at the Undead Keep, Ghoultor, Quotor, and the Battle Knight had entered the main room of the Keep. The Master Of Zombies And Necro-Oracle were waiting in the room for them. "Master, it is good to see you." said the Battle Knight, "Even after all these years.". That was where an undead soldier had arrived in the room."Sir." said the Undead Soldier, "we have captured several outlying towns, that surround the Plains of the Kordoz.". "What about the search for the Tomb of the Knight Lord Joseph Barker?" asked The Master Of Zombies. "Well, Sir." said the Undead Soldier, "They still haven't found the tomb yet.". "What!!!" the Master Of Zombies Roars, "This is unbelievable. They still haven't found the tomb.". "On the Bright side." said the Soldier, "when we captured the towns, we had transformed a good deal of the population into zombies.".
"Is that so." said the Master Of Zombies. Just then, K'Dartok and Captain Ghoulax had entered the room. "About time the two of you have arrived." said Quotor. "Yeah, That was wise." said The Battle Knight, "sending in a couple of shambling corpses to do a warrior's job.". "we may be reanimated corpses." said Captain Ghoulax, "but we actually had managed to do some damage to the heroes.". "Bah!" Said the Battle Knight, "You have battled only two of an entire group of Heroes.". "An Entire Group?" Said Captain Ghoulax. "yes, apparently there was a clan of Orcs and a crew of Aliens in the area, when i tried to contact the Battle Knight." said Quotor. "How do you know of such things?" asked Captain Ghoulax. "yeah." Said K'Dartok, "Neither of us were at the site.". "You're not helping matters." said Captain Ghoulax. "Oh, Really Now." said K'Dartok, "And i suppose that tactic of charging at the human with the two guns was effective.". “Oh." said Captain Ghoulax, "And i suppose that letting yourself be seen was any better.". "In case you two didn't notice." said Quotor, "We're on the same side.". "Oh, Right." said Captain Ghoulax. "in case any of you haven't noticed." said Necro-Oracle, "The plans must proceed, if we are to cover this Realm in darkness.". Meanwhile, At the Kor'Drakk Cruiser, Broktar, Tirus, Rotusor, Officer Morgan, Alan, and the Orc Warrior had started on the Way to the Undead Keep.
Just then, Kalzortus had caught up with them. "Kalzortus." said Broktar, "i'm surprised that you are coming with us.". "Captain Zordash figured that i would make a great representative on this mission." said Kalzortus, "Even though he doesn't really trust humans.". "Why does Captain Zordash distrust humans?" Asked Alan. "I'm Not sure." said Kalzortus, "but he did mention something that happened several hundred years ago, between him and a human.". "Several hundred years." Alan Said Curiously. "Yes." said Kalzortus, "i guess you don't really know too much about our people.". "Indeed." said Broktar, "The Kor'Drakk can live for hundreds of years. Kalzortus here, is one thousand years old.". "One thousand years." said Tirus. "I'm surprised the Kor'Drakk live that long." said Officer Morgan.
"Guys." said Rotusor, "it looks like these hills are about to curve over to the other side.". "it's not far now." said the Orc. "just what does this Undead Keep Look Like?" asked Officer Morgan. "last time i was in the area." said the Orc, "the place had been falling apart.". "Falling apart?" said Rotusor. "but when i had seen some undead creatures around the place." said The Orc, "upgrading the place. They had also placed some pieces of weaponry outside the gates.". "pieces of weaponry." said Broktar, "it should be no problem.". As soon as Broktar said that, he shifted his weapon mount to long range cannon mode. "What kind of weaponry?" asked Kalzortus. "I have only seen the two guns placed outside the Undead Keep." said the Orc, “It looked like they're long range rifles. Both of the guns are operated by a team of two zombies each.". At that moment, Joseph had contacted Alan. "Alan." Said Joseph, "What is your status?".
"i'm headed towards the Undead Keep." said Alan, "Officer Morgan is here as well. So are some of our new allies.". "Is that so." said Joseph, "Who are they, if you don't mind me asking.". "First of all." said Alan, "We have Broktar the Cyborg Lizardman, Tirus the Ranger, Rotusor the Warrior, Kalzortus, and, Wait a minute, We didn't ask the Orc Warrior what his name is.". "Yeah, That's Right." said Officer Morgan. "My name is Optotorix." said Optortorix. "Is that so." said Kalzortus. “Yes." said Optotorix, "and the Undead Keep is straight ahead.". As soon as Optotorix said that, He aimed at the Keep. "Well, i'll be." said Officer Morgan. "Hmm." said Joseph, "Apparently, Optotorix wasn't kidding.". Joseph had checked the database for any records on the weaponry. "I say we take it on directly." said Broktar. "Hold it, Broktar." said Kalzortus. "What do you mean?" asked Broktar. "there might be a weakness in the weaponry we may be able to exploit." said Kalzortus. "You may be right." said Officer Morgan. Just then, one of the zombies had seen the heroes. "Oh great." said Tirus, "they spotted us.". At that moment, Optotorix had charged at the guns. "For the Glory of the clans." Optotorix exclaimed as he charged at the guns. "Hold position." said Kalzortus. All of a sudden, a mysterious force had taken out both of the teams of zombies. "What in the Realms was that?" said Rotusor. "I haven't the slightest." said Tirus, "but whoever, Or whatever, had caused this, it sure helped us.".
"yeah." said Broktar, "And to think, i had shifted my weapon mount to long range cannon mode. Now i don't need to use it, for the time being.". "Just what doesn't your cyber-arm come attached with?" said Officer Morgan. "The kitchen sink, for one thing." said Broktar. "I should have figured." said Officer Morgan. "you must have learned that expression while you were on Earth." said Alan. "You mean to tell us, that Broktar was on Earth." Said Officer Morgan. "Of Course." said Broktar, "it was in the late 19th century, that i have been on Earth. The Location was England.". That was where Tirus had noticed a message near the Remains of the Gun emplacements. "i wonder what's on the message." said Tirus. That was where Tirus went over and picked up the message. "Hey, Tirus." said Officer Morgan, "what's on the message you have there?". "Apparently, it's in a Elven Language." said Tirus. "Are you able to Translate it?" asked Kalzortus. "I'll see what i can do." said Tirus. As soon as Tirus said that, she started to translate the message. Meanwhile, In Xerdas, The "Fire Griffens" had just started on their way. Little did they realize that there was someone watching them from a distance. "Hmm, this looks like the gang is headed towards the Undead Keep." said the Person, "if my instincts prove correct, They're going to be in danger.".
As soon as the Person said that, he opened a Portal. Meanwhile, back at the Undead Keep, Tirus had just finished translating the message. "What does it say?" asked Broktar. "Apparently." said Tirus, "it says that, to stop the Master Of Zombies, one needs The Sword of the Knight Lord Joseph Barker.". "What else does it say?" asked Officer Morgan. "it says that the Master Of Zombies has already placed the parts in the Battleship." said Tirus, "Not only that, it seems that the person had left several pieces of equipment.". "any idea on the identity of our mystery ally." said Alan. "as a matter of Fact." said Tirus, "it says the person's name is Zektus Skystar.". "Zektus." said Kalzortus, "that sounds like a word we Kor'Drakk use.". "Oh, Really Now." said Broktar, "Could we get on with this mission.". Just then, Zektus Skystar had appeared, via a portal. "Greetings, Heroes." said Zektus. "Hold it right there." said Officer Morgan. "Wait." said Tirus, "allow him to explain himself.". "thank you." said Zektus, "as i was saying, i am the warrior known as Zektus Skystar.". "If you don't mind me asking." said Alan, "But Kalzortus had mentioned that your first name is a word in Kor'Drakk. What does it mean in english?". "Ah, an inquisitive person." said Zektus, "Zektus means Warrior in Kor'Drakk.". As soon as Zektus said that, he went over and picked up the pieces of equipment he left for the heroes.
"You may need these." said Zektus. That was where Zektus handed Officer Morgan several clips of ammo. "Good thing you arrived with these clips." said Officer Morgan, "i was about to run out of ammo.". "indeed." said Zektus, "I had a feeling that you will be needing them. After all, i had witnessed your fight with the zombies.”. After Zektus said that, he turned to face Alan. "Alan." said Zektus, "I know that you intend on completing the mission. But i must warn you, The Master Of Zombies knows that you are headed to his base.". "What do you mean?" Asked Alan. "I mean that the Master Of Zombies has laid traps in advance." Said Zektus, "Not only that, but the Battleship that the Undead Forces have constructed, is not here.". "What do you mean the Battleship isn't here." said Officer Morgan. "You mean to tell us that this search was in vain." Said Alan. "All is not lost." said Zektus, “I know where the Battleship is being held in.". At that moment, an Zombie had spotted the heroes outside the Keep. That was where the zombie signalled for reinforcements. "Oh, Great." said Officer Morgan, "We must get going.". "Understood." said Zektus, "But before we go, Alan, Here's your equipment.". As soon as Zektus said that, he handed Alan a shotgun, a chainsaw, and a piece of Metal Plate Armor.
"Interesting pieces of equipment." said Alan. "Now can we get on with the mission." said Broktar. "Hey, what about Rotusor, Broktar, and Me?" said Tirus. "Yeah, She's Right." said Optotorix, "What about us?". "I hadn't expected to be with more than two heroes." Said Zektus. "I couldn't really blame you." said Kalzortus, "I mean, That you must have learned of the legend of the heroes.". "If that is true." said Tirus, "Than you must know of the sword 'Omnolight', and its role in this battle.". "Indeed." Said Zektus, "but the legend said that there is a group of only 2 heroes.". "Could we just get on with the mission." said Broktar. "Broktar seems to have a point." said Kalzortus, "After all, We're here to stop the Master Of Zombies.".
"He's Right." said Optotorix, "let's get going, before we're swarmed by shambling corpses.". "Good idea." Said Alan. That was where the heroes had entered the Undead Keep. Meanwhile, in the Mountain Town Of Ormrus, The townspeople were preparing the defences. That was where a messenger had arrived at the main building. "Sir." said one of the warriors, "There's a messenger for you.". That was where the warrior had escorted the Messenger to the leader. The Leader of the town, is Mayor Reinhart Jackson. "So, This is the messenger you mentioned." said Reinhart, "What is it that you have to say?". "First of all." said the messenger, "King Anderson requests that you would help him and his forces in the battle against the Armies of the Undead.". "Is that so." said Reinhart, "Then prepare a reply, saying that i will provide assistance.".
Just then, a Drwarven Warrior had entered the area. "Sir." The warrior said in a gruff voice, "the defensive perimeter is set up.". "Excellent work." said Reinhart, "is the Tomb of The Knight Lord Joseph Barker secured?". "Aye, Sir." said The Warrior. Little did the warriors know that there was a undead Scout spying on them. Meanwhile, Back at the Undead Keep, The heroes have already passed by several corridors. All the while, Necro-Oracle was watching the situation. Necro-Oracle was in the Observation room. That was where Quotor had entered the Room. "Necro-Oracle." said Quotor, "I just wanted to...". That was where Quotor had seen Necro-Oracle without his hood over his head. "By the Gods." said Quotor, "It cannot be possible.". "Then you know who i truly am." said Necro-Oracle, "That i am, in fact, an Dark Elf named Arkos Darkblade.". "That couldn't be possible." said Quotor, "Arkos was killed 7000 years ago.". "indeed i was." said Necro-Oracle, "However, i was resurrected by Dark Powers, that even i don't understand completely.". "Is that so." said Quotor. "Look, Quotor." Said Necro-Oracle, "Let's settle this when we're out of the way.". "What For?" Asked Quotor, "For What Reason?". "I have a plan." said Necro-Oracle, "I have set up a explosive for levelling this base. Not Only that, i had managed to hire a giant Cyclops to help in the plan to stop the Heroes.".
"This should be interesting." said Quotor. "Yes, indeed." said Necro-Oracle, As he was putting his hood over his head."Now, then." said Necro-Oracle, "Let's Get going.". Meanwhile, in another part of the Undead Keep, The heroes had managed to come across a room with three doors. "Which Way now?" said Officer Morgan. "I haven't the slightest." said Tirus, "What do you say, Broktar?". "I find it odd that you would ask me." Said Broktar, "Even though Zektus might be better at this than i.". "I'm surprised you would say that." said Zektus. "What do you mean?" asked Rotusor. "I mean that you would be the ones to trust me completely." said Zektus, "Even though you guys don't really know much about me.". “Indeed." said Kalzortus. "Let's just choose a path and keep going." said Officer Morgan. "Alright then." said Optotorix, "let's choose the middle path.". As soon as Optotorix said that, the heroes entered through the middle door. Little did the heroes realize that the doorway leading to the right, leads to a secret passageway leading outside of the Keep. Meanwhile, in the main room of the keep, the Giant Cyclops was waiting for the heroes to arrive in the area. "I wonder when they will arrive." said the Cyclops. That was where Quotor had contacted the Cyclops. "General Quotor." said the Cyclops, "i didn't expect you to call.".
"yes, indeed." said Quotor, "There is one thing i want you to do.". "What would that be?" Asked the Cyclops. "I want you to set the explosives to explode in 60 minutes." said Quotor, "Also, make sure the heroes don't make out of the keep.". "Anything else?" Asked the Cyclops. "That is all." Said Quotor. That was where the Cyclops had heard some footsteps in the distance. "Hmm." said the Cyclops, "The heroes must be nearby.". That was where the heroes had arrived in the room. "What on Earth?!" Said Alan, As soon as he seen the Cyclops. “Ah, Humans." said the Cyclops, “What's this, Non-human creatures?". "There seems to be a Rat-Man, An Orc, Two Half-Elves, A Lizardman, and a Alien there." said Quotor, "Along With the humans.".
"I shall make sure they don't make it out." said the Cyclops. As soon as the Cyclops said that, he had set the explosives for 60 minutes. "Oh, Great." Said Broktar, "There's a bomb.". "I thought you would have experience in that." said Tirus. "You think you're wise, with your comments." Said Broktar, "You just wait and see.". "Guys." said Kalzortus, "It looks like we only have less than an hour to deal with both the bomb and the Cyclops.". "Kalzortus is right." said Optotorix, "I say i will do the bomb defusing. You guys try to hold off the Cyclops.". "That sounds risky." said Officer Morgan. "I say we let him have a chance." said Rotusor, "I'll help Optotorix.". That was where Rotusor and Optotorix went to defuse the bomb.
All the While, The Cyclops was chasing after Alan, Broktar, Tirus, Kalzortus, Officer Morgan, and Zektus. At that moment, Joseph had contacted Alan. "Alan, What's your status?" Asked Joseph. "I'm inside the Undead Keep." said Alan, "The allies are here as well. There is one setback.". "One setback?" said Joseph. "Two, in fact." said Alan, "One, a bomb that is apparently set for 60 minutes, and Two, a Giant Cyclops.". "Is that so." said Joseph. "I just thought of something." said Kalzortus. "What's That?" asked Alan."What if we were able to convince the Cyclops to help us?" said Kalzortus. "That might be crazy enough to work." said Rotusor, "Although i doubt if it will work.". "Then i shall be the person to attempt that plan." Said Zektus. That was where Zektus had started to talk to the Cyclops. "Comrade." said Zektus, "Why is it that you serve the Forces of Darkness?". "I was hired to do so." said The Cyclops, "And i shall not fail in my mission.". "Even if it means that you will go down with this Keep." said Zektus. "What do you mean?" asked the Cyclops. "I mean that you will go down." said Zektus, "when the bomb explodes.". "Yes." said Kalzortus, "In other words, you'll be sacrificing yourself to help the enemy.".
"If what you say is true." said the Cyclops, "Then i shall help you.". That was where the Cyclops had gone over to the bomb and attempted to deactivate the bomb. At that moment, the bomb started up again. "Foolish Heroes." said a voice from the comm-link next to the bomb, "You think you can stop us.". "By the Gods." said Zektus, "It can't possibly be whom i think it is.". "What do you mean, Zektus?" Asked Broktar. "It is none other than Necro-Oracle." said Zektus. "Indeed, It is i, Necro-Oracle." said Necro-Oracle. "Who's Necro-Oracle?" Asked Alan. “Necro-Oracle is a Dark Oracle." said Zektus, "He has lived for centuries. It is rumoured that he feeds on the lifeforce of others.". "Also." said Rotusor, "It is rumoured that no-one has ever seen him without his hood.". "Indeed." said Necro-Oracle, "As for you, Comrade, you are no longer needed.". As soon as Necro-Oracle said that, he activated a remote, which controlled the bomb. The countdown timer went from 35 minutes to 15 minutes. "Oh Great." said Officer Morgan, "What are we going to do now?". "I have a idea." said the Cyclops. "What's that?" asked Officer Morgan. "There's a passage that exists under this Keep." said the Cyclops, "I'm not sure where it leads to, but it may be our way out of here.". "It sounds like a good idea." said Zektus, "let's get going.".
As soon as Zektus said that, the heroes went out of the main room, and headed towards the room with the three passageways. "Which Way Now?" Asked Officer Morgan. "It's this way." said the Cyclops, as he pointed to the door on the right.". "Excellent." said Kalzortus, "Let's go.". "Right." said Broktar, "Alan and i should take up the front.". As soon as Broktar said that, he shifted his cybernetic optic sensor to infra-red sight. "This should be good." said Alan. As he was talking, Alan had put a couple of shells in the shotgun. All the while, Necro-Oracle had warped in some troops to stop the heroes. "Captain Abomtus." said Necro-Oracle, "See to it that the heroes don't make it out of here.". "Yes, Master." said Captain Abomtus. That was where Captain Abomtus had moved into towards the location of the heroes. Meanwhile, At Castle Diroctor, An Orc Warrior had arrived at the Castle. There was a Barbarian Warrior at the Castle. "Greetings, Comrade." said the Barbarian Warrior. "You must be here to form an alliance with the Humans." said The Orc Warrior. "Indeed i am." said the Barbarian Warrior, "You must be here for the same reason as well.". "Of Course." said the Orc Warrior.
At that moment, King Anderson had Arrived in the Courtyard. "Ah, Greetings Comrades." said King Anderson, “How have you been?". "We've been Great." Said the Barbarian Warrior, "Wouldn't you agree with that?". "Indeed." said the Orc Warrior. Just then, Ortonk had appeared. "Sire, i was thinking." said Ortonk, "There might be a possible plan.". "What would that be, Ortonk?" asked King Anderson. "The Citizens of Chior might be able to help." said Ortonk. "Anyways." said the Orc Warrior, "Both the Barbarian and I are here on behalf of our respective peoples to usher in an alliance.". "Aye." said the Barbarian Warrior, "Even though i suspect Telzor and his clan would be reluctant in joining.". "I would Think so." said King Anderson.
"Yeah." said the Barbarian Warrior, "Telzor's brother was killed by a Knight.". "How did you know about it?" asked the Orc Warrior. "I heard it from Tlowtox Ironhammer." said the Barbarian Warrior, "He said he heard it from a friend of his.". At that moment, Princess Anderson had arrived in the Courtyard. "Jesse." said Princess Anderson, "Is that you.". "Heather." said Jesse, "I didn't expect to see you here. I thought you were with your Uncle and Cousin.". "I was." said Princess Anderson. "Why are you here?" Asked Jesse. "Yeah." said the Orc Warrior, "He's Right.". "Uncle Arthur wanted to make sure i was safe." said Princess Anderson. Meanwhile, in the Tunnels under the Undead Keep, The Heroes had ventured into the lower levels. That was where Kalzortus had attempted to contact the crew of the Cruiser "Dragon Fire". "Comrades." said Kalortus, "This is Kalzortus reporting in. I just...". That was where Kalzortus noticed the comm-link had shorted out. "Bah!" said Kalzortus, "This Thing must be low on energy.". "Either that." said Broktar, "Or these Tunnels have an Communications Interference Device in them.". That was where Broktar turned to face Alan.
"Hey, Alan." Said Broktar, "see if your Communications device works.". That was where Alan had attempted to contact Joseph. "What The..." Said Alan, as soon as he seen the Comm-Link short out. "What Heppened?" asked Rotusor. "Apparently my Comm-Link is inoperative." said Alan, "For the Time Being.". "Well, That's just Great." said Officer Morgan, "what are we going to do now?". "Not to worry, Comrades." said Zektus, "I have a plan.". "What would that be?" asked Broktar. "You guys forget about my abilities." said Zektus, "Including Telepathy.". "Oh, Really now." said Broktar.. While the Heroes were in the Tunnels, The "Fire Griffens" gang had arrived at the Undead Keep, only to find it was about to blow up. That was where one of the Bikers had started to approach the Keep.
"Hold it, comrade." said Greg, "I have a feeling that something is about to happen.". At that moment, the Keep blew up. "All Bikers, head for cover." Said Greg. Fortunately, all 20 of the bikers had hidden behind the rocks. "Is everyone alright?" asked Greg. “All present and accounted for." said Caleb, "All are in one piece.". "then let's get going." said Greg. “Shouldn't we at least call Aizortun." David said. "Of Course." said Greg. As soon as he said that, he called Aizortun. Meanwhile, in the Tunnels under the Undead Keep, the Heroes had progressed through the tunnels. "So, Zektus." said Rotusor, "You haven't told us much about yourself.". "Indeed." said Broktar. "Then i shall tell you about my history." said Zektus.
As soon as Zektus said that, he had seen something in the distance. "What in the Realms was that?" said Rotusor. "Scans show a humanoid creature." said Broktar, "The closest i could figure, it is a Troll.". "Wait a minute." said the Cyclops, "The only Trolls in the Undead Forces i know of, are Fortox the Undead Troll, and Zoutoxas the Dark Troll.". "Fortox." said Rotusor, "that name sounds familiar.". "That's because Fortox was, at one time, a friend of Gretack the Ogre." said Tirus. At that moment, the creature showed itself. "By the Gods!" said Optotorix. "Mua-ha-ha." said the Creature, "so you have figured out who i am.". "indeed." said Tirus, "You are, in fact, Fortox.". "indeed." said Fortox, "But your quest ends here.". As soon as Fortox said that, he went right for Alan, With both Handaxes. "Alan, Duck out of the way!" said Tirus. Alan had managed to duck out of the way, also managing to fire off a couple of shots. one shot had hit Fortox in the Shoulder. "Arg!!" Fortox exclaimed in pain, as he clinched his left arm. "You shall pay for this, Human." said Fortox, As he charged at Alan. Fortox had taken a swipe at Alan with one of his axes.
"Alan, Watch out!!" said Tirus. That was where Alan had managed to move the metal plates of the armor in the path of the axe. That resulted in one of the axes being broken. "You shall pay for this, human." Said Fortox. "I wouldn't be so sure." said the Cyclops. At that moment, Fortox was surrounded by the Heroes. "You heroes shall not defeat me." said Fortox. "Care to try." said Officer Morgan. "You shall not stop the Master Of Zombies." said Fortox. "How could you fall so far from the light?" said Tirus, "You were once a noble warrior, Fighting along side your old friend, Gretack the Ogre.". "Bah!" said Fortox, “Do you really think i would willingly betray my friend.". "You mean to tell us, you're not a traitor." said Alan. "I say we deal with him immediately." said Broktar. "I wouldn't be so certain." said Zektus, "i have a plan.". "What would that be?" asked Alan. "We have a leader of the Undead Forces here." said Rotusor. "Exactly my point." said Zektus. "Where are you going with this?" asked Broktar. "We will try to interrogate Fortox to get the whereabouts of the Master Of Zombies." said Zektus. "Yeah, That's an excellent idea." said Alan, "with that data, we could find the two parts that had been stolen from the Military base From Earth.".
"I would have to agree with Alan." said Officer Morgan, "This could be advantageous.". All the while, above the Tunnels, and outside the remains of the Undead Keep, The "Fire Griffens" had gotten their new instructions. "Alright, boys." said Greg, "Let's Get going.". "Hey Greg, Where are we headed to now?" asked David. "Aizortun says the Location lies up to the North." said Greg, "It's a place called the Fort of the Dead.". "Then why did you have that confused look on your face?" asked David. "That's because Aizortun had first said the name of the location in another language." said Greg, "The Language he used, was a dialect of Troll.". “What was the place called in Troll?" asked Caleb. "That would be 'Nertos Dox Fareous'." said Greg. "Anyways." said David, "Let's get going.". As soon as David said that, the gang started on their way to the Fort of the Dead. Meanwhile, in the Tunnels, the heroes had managed to get the information they needed. At that moment, Captain Abomtos and the Troops had arrived. "Oh Great!" Said Officer Morgan. "Finally." said Fortox, "The odds are now stacked against you.". "I wouldn't be so sure." said Broktar.
As soon as Broktar said that, he grabbed ahold of Fortox. "Troops, Hold your fire." said Captain Abomtos. All of a sudden, Fortox had hit Broktar right in the mid-section. That resulted in Broktar loosening his grip, long enough for Fortox to escape. "We shall meet each other soon." said Fortox, as he was running towards the exit. "You won't be going too far." said Zektus, as he tossed a homing device on Fortox. At that moment, the Undead Troops in the Tunnel attacked the Heroes. "Heroes, Defensive Position." Said Tirus. At that moment, the Cyclops had hit the Wall. "What was that for?" asked Officer Morgan. "Just clear out of here." said the Cyclops, "i'll hold them off.". "If you insist." said Broktar. "We shall go." said Kalzortus. That was where all of the heroes, except for the Cyclops had started on their way out of the tunnels. "Your efforts shall not be in vain." said Kalzortus. "C'mon, Let's get going." said Broktar. "i shall stay here with the Cyclops." said Optotorix. "You go along with the others." said the Cyclops, "i shall catch up with you later.". "Alright then." said Rotusor. That was where the heroes went after Fortox. "How far is it now?" asked Alan.
"I haven't the slightest." said Officer Morgan, "But we'll find out soon enough.". All the while, Fortox was activating the mechanism for the exit. "I shall be out of here, finally." Fortox said to himself, "and i don't have to deal with these so called 'Heroes'.". Meanwhile, outside of the tunnels, The "Fire Griffens" had reached the outskirts of the towns surrounding the Plains of the Kordoz. "How far is it to the Fort of the Dead?" asked David. "Aizortun says it's only 3 days ride from here." said Greg, "Whatever that means.". That was where a Ogre had appeared. "Oh great!" said Duane. "Let me handle him." said Caleb. That was where Caleb stepped forward to deal with the Ogre. "we come in peace." said Celeb, "We are here on a mission to stop the Master Of Zombies.". "Tell him about the Location we are headed to, Caleb." said David. "Right." said Caleb, "we are headed to a place called the Fort of the Dead.". "is that so?" said The Ogre, "i know of someone who can help.". "Who is this person of which you speak of?" Asked Caleb. "you'll find out soon enough." said the Ogre. Meanwhile, under the tunnels, all of the heroes, except for the Cyclops, had made it in time to see Fortox enter the Mechanism to leave the tunnels. That was where Fortox turned to face the Heroes. "If you plan on getting those parts." said Fortox, "You're Too late.".
"Not if we can help it." said Officer Morgan. As soon as Officer Morgan said that, he charged at Fortox. At that moment, Fortox's comrades had arrived. "Commander Fortox." said the Captain of the Transport, "get a move on, sir.". That was where Fortox headed to the transport. "Until next time, heroes." said Fortox, as he boarded the Transport. "Officer Morgan, Hold position." said Kalzortus. But Officer Morgan didn't listen. He grabbed ahold of Fortox, just when Fortox stepped into the Transport. "By the Gods!" Said Kalzortus, "This cannot be!". At that moment, The Transport started to head to the Fort Of The Dead. "Oh, Great." said Rotusor, "They're getting away.". "Not if i can help it." said Broktar. As Soon as he said that, he targeted the Transport.
"Hold your fire." said Tirus, "Officer Morgan's in the ship.". "Oh, Right." said Broktar. At that moment, Optotorix had arrived. "Optortorix." said Broktar, "What Happened?". "I have some bad news." said Optotorix, "The Cyclops had Died.". "By the Gods!" said Kalzortus, "This is a dark day, indeed.". "What shall we do now?" asked Broktar. "I have a idea." said Rotusor. "What would that be, Rotusor?" asked Tirus. "I know of someone who can help us." said Rotusor, "He is Tlowtox Ironhammer, a Goblin.". "where does he reside?" Asked Tirus. "He resides in a area to the east of here." said Rotusor. "Let's get a move on." said Optotorix. "I just hope Officer Morgan is alright." said Tirus. "Of Course he'll be alright." said Alan, "i knew him for years.". "If you say so." said Tirus. That was where the heroes went to Tlowtox Ironhammer's base. All the while, on the Transport, Officer Morgan had been surrounded by several Ghouls. "Alright, you rotting pieces of flesh." said Officer Morgan, "You and your masters shall not conquer this realm.". All of a sudden, Officer Morgan was hit in the back of the head by a zombie. "That ought to keep him quiet." said the Zombie. Meanwhile, the Heroes made it to Tlowtox Ironhammer's Base. At that moment, Aizortun and Scaltokas had appeared. That was where the Heroes were taken off guard by their appearance. "Aizortun!" said Tirus, "I might have figured you would be around.". "However did you know, young Tirus." said Aizortun.
"I could sense your dark energy." said Tirus. "You must know of my history, and my role as it involves the Territory Wars." said Aizortun. "Yeah, i've heard the news." said Tirus, "You betrayed the Humans to the Orcs.". "Hey, do you mind." said Optotorix. "Right, Optortorix." said Tirus, "i have also heard the news that you had helped the 'Shock Rangers' clan get some new weapons.". "indeed, i have done so." said Aizortun, "And now your quest ends here.". "yeah, like he said." said Scaltokas. As soon as Scaltokas said that, he raised his battle-axe. At that moment, Tlowtox Ironhammer had appeared. "Tlowtox." said Aizortun, as he turned to face Tlowtox, "i didn't expect to see you here.".
"Nor i." said Tlowtox, "Now begone from here.". "Not likely." said Aizortun. All of a sudden, Aizortun had tossed an energy ball at Tlowtox. Fortunately, Tlowtox had managed to dodge the attack. "Now It's time to teach you a lesson." said Tlowtox. As soon as Tlowtox said that, he pressed a button on his wrist-mounted computer system. "What's happening now?" asked Alan. "Tlowtox is armoring up." said Rotusor. "Armoring up?" Alan said, curiously. "Indeed." said Rotusor. That was where Tlowtox had completed the Armoring up sequence. In his armored mode, Tlowtox stood over 8 feet in height. There are weapons systems over most of the robotic Armor.
"I shall not ask you this." said Tlowtox, "You two must leave here, and never return.". "Make us." said Scaltokas. "Stubborn Minotaur." said Aizortun. That was where Scaltokas charged at Tlowtox. All of a sudden, Tlowtox lifted Scaltokas off of the ground. Tlowtox then tossed Scaltokas out of the area. "By the Gods!" Exclaimed Aizortun, "You shall not beat Me.". As soon as Aizortun said that, he launched another energy ball. The energy ball hit Tlowtox directly in the armor. Tlowtox retaliated by using his grappling hook mechanism. Tlowtox had tossed Aizortun to the ground. "What do we do?" asked Alan.
"I suggest we try to find a mode of transportation." said Rotusor. "If you are looking for a mode of Transportation." said Tlowtox, "there's one on the launch pad.". "That does it!" said Aizortun, "i shall use my ultimate attack.". As soon as Aizortun said that, he raised his staff in preparation for his ultimate attack. The ultimate attack is "Omega Storm". "Now you shall fall." said Aizortun. "Boom!", a shot rang out, and Aizortun's staff was broken in two. Everyone looked over directly at Alan. Alan was holding the Double-Barrelled Shotgun, which was smoking.
That was where Alan Cleared the Smoke from the Barrels. "You know." said Alan, "You should listen to the Goblin.". "You Foolish weakling!" said Aizortun, as he planted his staff in the ground, "Don't you know how long it took to create this very staff with the best type of wood and a special type of crystal, which was available.". "Your Point?" said Alan. "You shall pay for this!" said Aizortun. "I don't think so." said Tlowtox. As soon as Tlowtox said that, he went for Aizortun. "You think that i could be beaten so easily." said Aizortun, "We shall meet again.". As soon as Aizortun said that, he summoned a Griffen. The Griffen swooped down to pick up Scaltokas. "This isn't the last time you'll see me." said Aizortun, As he was riding off. "Shouldn't we chase after him?" said Alan. "Not to worry, human." said Broktar, "i have a feeling he'll be facing a larger threat.". Meanwhile, in another dimension, The Gate Master was watching the events. "Most impressive." said the Gate Master. That was where the Gate Master noticed some of the events on another one of the View screens. "i have a bad feeling about this." said the Gate Master.
The situation that the Gate Master is referring to, was the "Fire Griffens" had made it within the Borders of the Undead Territory. "I have better tell the heroes about this." said The Gate Master. That was where the Gate Master went over to the communications console. Meanwhile, at Tlowtox's base, the heroes had met Tlowtox. At that moment, a call came over the communications console. "i'll be right back." said Tlowtox. That was where Tlowtox went over to the Communications Console. "I'm Surprised that you did that." said Broktar. "Yeah." said Optotorix, "i thought that Broktar would be the one to try something like that.". "Do you Mind?" said Broktar.
"The most unusual things happen in this dimension." said Kalzortus. At that moment, Joseph had contacted Alan. "Alan." said Joseph, "where on Earth have you been? the Troops were getting concerned. even the President had contacted this base.". "The President?" Asked Alan, "Well, the allies and i were in the tunnels under the Keep.". "Yeah, There was some sort of device that blocked communications." said Broktar. "Yeah." said Optotorix, "Not only that. we had a new ally join our side for a while, until his death.". "you mean that the Cyclops helped you." said Joseph. "yes, indeed." said Optotorix, "he sacrificed himself to help us.". "yes." said Kalzortus, "he died honourably.". That was where Tlowtox had come back from being inside the base. "guys." said Tlowtox, "There's someone you should meet.". "Alright." said Alan, “We're coming.". That was where the heroes had entered Tlowtox's base. "Alright, who is it you are referring to?" asked Broktar. "It is none other than the Gate Master." said Tlowtox. "Gate Master?" said Broktar, "i didn't expect to see you.". "Indeed." said The Gate Master, "So, you must be Alan Stukov.". “Indeed i am." said Alan. "So." said Kalzortus, "You are the Gate Master.".
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:57 Griffon-Knight The Adventures of Warrior Omega Part 2

"Alert, level 2." said the ship's computer. "Computer, where are the hostiles?" asked Captain Zordash. "Hostiles located ahead of ship, and to the left side." said the ship's computer. Just then, the ship was hit by several rockets. "all crew, prepare for defense." said Captain Zordash. "Sir" said Lieutenant Gotarus. "Yes, Lieutenant Gotarus." said Captain Zordash. "I have some bad news." said Lieutenant Gotarus. "What is it?" asked Captain Zordash. "Our Armor Walkers are Off-line. also they're beyond repair." Said Lieutenant Gotarus. "this is just great." said Captain Zordash. Just then, several more rockets had hit the ship. "Helmsman" said Captain Zordash, "Prepare Autocannons.". "Yes, sir." said Helmsman Mecator. Meanwhile, at the Arch Mage's tower, Alan, Officer Morgan, and Broktar had arrived in the main room.
"Ah, you must be the people my apprentice told me about." said Alex. At that moment, Broktar noticed something in the distance. "First of all, i would like to introduce myself." said Alex Johnson, "i am Alex Johnson. You three have already met my Apprentice, Lucas Sorbo.". "I am Tirus, Ranger Of the Town Of Chior." Said Tirus. "A Elf, I should have known." said Broktar, "I sensed her energy level when we were on the seventh floor.". "Actually, i'm a Half-Elf." said Tirus. "What do you mean by that, Broktar?" asked Alan. "My People, The Lizard Creatures, have a history with the Elves." said Broktar. "Yeah, Elves have a history with the Lizard Creatures." said Tirus. As soon as Tirus said that, she went for her Bow And Arrow, and aimed it at Broktar. That was where Broktar had aimed his weapon mount at Tirus. "Hold it." said Alan, "We're supposed to be on the same side.". "Sir." said Lucas, "There seems to be a disturbance in Orc Territory.”. "What is the disturbance?" asked Broktar. "apparently, the Shock Rangers are raiding a ship of some sort." replied Lucas. "Then we must do something about it." said Officer Morgan. "Yes, i agree, but you should be careful." said Alex. "What do you mean?" asked Officer Morgan. "The Shock Rangers are a dangerous clan. Their warriors ride upon creatures called Griontors." said Alex, "They also have weaponry from other dimensions.".
"Other dimensions?" Said Officer Morgan. "Yes, but we should go there to help out any survivors." said Alan. "It's agreed then." said Alex, "Tirus will show you the way.". As soon as Alex said that, Broktar, Alan, Officer Morgan, and Tirus had gone back down to the first floor, After Alex Convinced Tirus to go with the team. "I can't believe this." said Tirus. "What's that?" asked Alan. "It's Being stuck with a creature, such as Broktar." said Tirus. "Hey, just because Lizard Creatures and Elves have a history of being enemies, that doesn't stop our two peoples from reconciling our differences." said Broktar. Just then, Joseph had contacted Alan, via the comm-link. "Alan." said Joseph, "What's your status?". "We've just started our trip." said Alan, "But we have been informed about a disturbance in Orc Territory.". "Yeah, and the Clan that resides in the territory is the Shock Rangers." said Officer Morgan. "Shock Rangers." said Joseph. "Yes, Shock Rangers." Said Broktar, "We Must get a move on.".
"Yes, then you better get there." said Joseph, "I will contact you once you're in position.". Once Joseph said that, he ended the transmission. "Hey, i just realized something." said Broktar. "What's that?" asked Officer Morgan. "We don't have any mode of transportation." replied Broktar. "That's right." said Officer Morgan, "We couldn't use the police car, because it's in the Earth Dimension.". "So is my truck." said Alan. "I know of someone who can help." said Tirus. "Who's that?" asked Alan. "Rotusor the Rat-Man." Replied Tirus. "Rotusor?" asked Officer Morgan. "Yes, Rotusor lives in a encampment to the south of the Castle." said Tirus, "I'll go talk to Rotusor.". "We'll meet you on the way." said Alan. "I will accompany Tirus on her way to Rotusor's place." said Officer Morgan. "Alright, Officer Morgan." said Alan, "We'll start to head to the area where the disturbance is located in.".
As soon as Alan said that, he and Broktar started on their way. "Tirus, what is area where the Orc Territory is located in?" asked Alan. "it's Directly to the north." said Tirus, "go past the bridges and keep going north until you find two cliffs.". "is that where the boarders of the begin?" asked Broktar. "not quite, it starts a couple of meters off from it." said Tirus, "there is a sign stating that it is Orc Teritory.". "i understand." said Alan. That was where Alan and Broktar had started on the way to the Orc Territory. "Tirus, who is this Rotusor whom you speak of?" Asked Officer Mogan. "He's a good friend of Mine." replied Tirus, "he had helped my hometown from being invaded by Orcs.". Little did Tirus and Officer Morgan know that the Ghoul K'Dartok was following them.
"General Quotor." said K'Dartok, "i have something to tell you.". "What would that be?" Asked Quotor. "Apparently, the Half-Elf Ranger Tirus is getting involved." said K'Dortok, "and now Tirus and the human known as Officer Morgan are going to the base of the Rat-man Rotusor.". "this is most serious." said Quotor, "i'll send a squad of zombies in to deal with the human known as Officer Morgan and the Ranger Tirus.". "what shall i do, General Quotor." said K'Dortok. "Hold your position." said Quotor. At that moment, a squad of zombies had entered the main room of the Keep, where Quotor was located in. That was where the Captain of the Squad came Forward. "Sir, Captain Ghoulax reporting for duty, sir." said Captain Ghoulax. "finally, the troops i sent for have arrived." said Quotor, "i have a mission for you and your troops.". "what is it, sir?" asked Captain Ghoulax. "it seems that a group of warriors have started a quest to stop the Master Of Zombies." said Quotor, "so far, two of the warriors are headed to the base of the Rat-Man Rotusor. I want you to make sure they don't get any farther in their quest.".
"understood, sir." said Captain Ghoulax. At that moment, Quotor had moved into position to warp the troops into the Area. Meanwhile, outside of Rotusor's base, Tirus and Officer Morgan had made it to Rotusor's place. That was where Rotusor had noticed Tirus and Officer Morgan. "well, i'll be." Rotusor said To himself. That was where Rotusor went over to the Front door and opened it. "Rotusor." said Tirus as soon as she saw Rotusor. "ah, Tirus." said Rotusor, "it's been a long time.". "It sure has been a long time." said Tirus. At that moment, a squad of zombies had appeared in the area. "By the Gods." said Rotusor. "Finally, the targets." said Captain Ghoulax, "Alright Troops, surround and attack.". "Yes, sir." said the zombie troops, as they moved into position. "Oh, great." exclaimed Officer Morgan, "how did they get here?". "Apparently it's the work of General Quotor." said Rotusor. "Quotor?" said Officer Morgan, "who's that?". Just then, a zombie tried to jump at Rotusor. Fortunately, Rotusor managed to dodge the attack. Officer Morgan had unholstered both of his guns and aimed both at the Zombies.
"if i remember Correctly." said Officer Morgan, "to stop a zombie, aim for the head.". "where did you learn that?" asked Tirus. "That was from watching Zombie Movies." replied Officer Morgan. That was where most of the Zombies had surrounded Officer Morgan. "This should be good." said One of the Zombies. All of a sudden, The zombies had charged at Officer Morgan, Tirus, and Rotusor. "Bang!", "bang!". Shots rang out as several Zombies fell. Several Zombies had tried to gang up on Tirus. "Tirus, Watch Out!!" exclaimed Officer Morgan. just then, a zombie managed to injure Tirus. "Yaah!!" Tirus exclaimed as she fell to the ground. "Now for the Human and the Rat-man." said Captain Ghoulax. "how dare you harm a friend of mine." said Rotusor. As soon as he said that, Rotusor had charged at the remaining Zombies. "Rotusor, wait!" said Tirus. But before Rotusor could react, he was hit with a arrow from one of the Zombies.
"yaargh!!" Rotusor exclaimed when the arrow had pierced his shoulder. That was where Officer Morgan had moved into position. "trying to be the hero, eh, human." said Captain Ghoulax, "Zombies, attack.". Just then, the zombies had charged Officer Morgan. Officer Morgan had started charging at the zombies, with both guns blazing. "This is for harming Rotusor and Tirus." said Officer Morgan. While that was going on, K'Dortok was watching from a distance. "This is most interesting." K'Dortok said to himself, "the human seems to be quite a fighter.". Meanwhile, Broktar and Alan had crossed the bridge leading north into Orc Territory. "You're probably wondering how i had gotten these cybernetics." said Broktar. "How did you get those cybernetics?" asked Alan. "It was in the late 19th century, in your home realm of Earth." said Broktar, "when i had entered the realm by accident. the location i landed in, was England.".
"19th century England?" Alan Said, curiously. "i know it sounds strange." said Broktar, "during that time, i had encountered a time-travelling Mad Bomber.". “A time Travelling Mad Bomber." said Alan. "Yes, during the encounter, one of his bombs went off." said Broktar, "i tried to move it out of the way, but it went off, and it cost me my arm.". "how did you get the cybernetics?" asked Alan. "that was with the help of a alien warrior whom had arrived there centuries before." said Broktar, "ever since the incident, i didn't see the Mad Bomber ever again.". Just then, Broktar had seen something in the distance. "Computer." said Broktar, "access long range visual scan.". “Accessing long range scan." Broktar's computer Replied. "What on Earth is that?" said Alan.
That was where the Recon Patrol, lead by Sergeant Dorgarus had moved into position. "wait a minute." said Sergeant Dorgarus. "apparently there are two individuals in the distance." said Kalzortus. That was where Kalzortus had checked the viewscope. "Are you able to tell who, or what they are?" asked Dorgarus. "there is a human and a lizardman." replied Kalzortus. "a human and a Lizardman?" asked Kar'Gorto. "yes, young warrior, a human and a lizardman." said Kalzortus. "how were you able to recognize that there is a lizardman with the human?" Asked Dorgarus. "i have seen many different kinds of life forms throughout my life." said Kalzortus, "i have witnessed these lizard creatures, and some of the events in their civilization.".
"what events?" asked one of the members of the Recon Patrol. "one such event happened during the battles in the sister realm of this realm." said Kalzortus, "it was when a sacred object that the Elves had deep respect for, had been stolen.”. "what Happened next?" asked Kar'Gorto. "the Elves had suspected the Lizard Creatures of being the culprits." said Kalzortus, "it was later revealed that a clan Of Orcs had stolen the object known as the Vase Of Light.". "Why would the Orcs steal the Vase Of Light?" asked Dorgarus. Just then, Alan And Broktar came closer to the Recon Patrol. "Well, I'll Be." Broktar said, "it's a patrol of Kor'Drakk Warriors.". "Kor'Drakk?" said Alan. "yes, it just so happens that a member of their people had helped me get these Cybernetics." said Broktar.
Just then, Kalzortus came forth from the Recon Patrol. “Wait a minute." said Kalzortus, "is that you, Broktar?". "Kalzortus?" said Broktar. "Well, i'll be." said Kalzortus, "it is you.". That was where Broktar and Kalzortus came forward, and started acting like old friends, which, in fact, they are. Alan was standing there, with a rather confused look. So were the other members of the Recon Patrol. "it's sure been a long time." Broktar said to Kalzortus. “Yeah, it's been 500 years." said Kalzortus. "500 years?" Alan Asked, curiously. "yes, young human." said Kalzortus, "500 years ago, i had met a young Lizardman by the name Of Broktar.". "yes, it was during a time of conflict between my people and the Elves." said Broktar, "the Events took place in a dimension that just so happens to be the sister realm of this realm.".
"hey, wait a minute." said Alan, "Broktar, when you told me the events in which you got your cybernetics. The events you said, took place in the late 19th century, in England.”. "Yes, what about it?" asked Broktar. "How were you able to arrive in England during the Late 19th century?" asked Alan. At that moment, Captain Zordash had contacted the Recon Patrol. "Sergeant Dorgarus." said Captain Zordash. "yes, Captain." said Sergeant Dorgarus. "There's a situation here at the ship." said Captain Zordash. "The Orcs must be near." said Broktar. "how would you know, Lizardman?" said Captain Zordash. "we were told by Tirus the Ranger." said Broktar. "we were on our way to the site of a crashed object in Orc Territory." said Alan.
"the Object you are referring to, is our ship." said Dorgarus, "how dare you insult the Kor'Drakk cruiser 'Dragon Fire', the glory of the Kor'Drakk Armada.". Just then, Dorgarus had attempted to strike down Alan for the perceived insult. "stand Down, Dorgarus." said Kalzortus. "What do you mean, Kalzortus?" said Dorgarus. "you're letting pride cloud your judgement." said Kalzortus, "you must learn to control your emotions.". "if you insist." said Dorgarus. After Dorgarus said that, she started heading back to the cruiser. "i must apologize on Dorgarus's behalf, and on behalf of our patrol." said Kalzortus, "Dorgarus tends to get riled up whenever someone insults the Kor'Drakk, its People, Army, or its Technology, or even the home planet.".
"we've better get a move on, if we are to be of any help." said Alan. "That's Right." said Broktar. "why don't you hop on-board." said Kalzortus. "On-Board?" said Broktar. "yes, on-board the Drakkus 7." said Kalzortus. The Drakkus 7 is a 4-wheeled recon vehicle. Its features include a cloaking device. "i just hope we can get there in time to be of any help." said Alan. That was where Alan, Broktar, And Kalzortus started to make their way to the Kor'Drakk cruiser. Meanwhile, at Rotusor's place, the zombies were shot down by Officer Morgan. "you won't be able to stop the Master Of Zombies." said Captain Ghoulax. As he was saying that, he looked over at Tirus and Rotusor. Then he looked back at Officer Morgan. That was where he started moving towards Officer Morgan.
"it seems your friends are in a bad position." said Captain Ghoulax, "you shall not proceed any farther.". As he was moving closer, Captain Ghoulax had reached for his battle-axe. "The Master Of Zombies shall thank me for eliminating these so-called 'heroes'." said Captain Ghoulax. "you won't stop us." Said Officer Morgan, as he was reloading his guns. "alright you rotting piece of flesh." Officer Morgan said under his breath, "just a moment longer.". That was where Captain Ghoulax has started to quicken his pace. At that moment, Tirus had managed to toss an arrow in Captain Ghoulax's path. The Arrow that Tirus tossed, had crossed the path of Captain Ghoulax. At that moment, Captain Ghoulax had tripped over the arrow. "Arrgh." Captain Ghoulax said, as he fell to the ground. "now's your chance, Officer Morgan." Tirus said to Officer Morgan. that was where Officer Morgan had gotten into position. "Alright, you rotting piece of flesh." said Officer Morgan, "get up.".
As he saying this, he aimed both of his guns directly at Captain Ghoulax's head. "human, why do you even bother with this talk?" Captain Ghoulax said to Officer Morgan. Once he said that, Captain Ghoulax went for his Battle-Axe. "Don't even bother trying to get your axe." said Officer Morgan. While Officer Morgan was dealing with Captain Ghoulax, the Ghoul K'Dortok was moving closer to the scene. "i must help Captain Ghoulax." said K'Dortok. Just then, the archers whom were stationed at the south wall of the castle had come back from the armory. "wait a minute." said one of the archers. "what is it, Greg?" another one of the archers asked Greg, "it looks like a ghoul is fighting Officer Morgan." said Greg, "not only that, it looks like a Half-Elf and the Rat-Man Rotusor are in the area. It looks like they're injured.".
"We've better do something to help them." said one of the archers. Just then, the Knight Dante Morgan had come onto the Wall. "What's going on?" asked Dante. "it Seems that there is a situation going on just outside Rotusor's place." said Greg. "i shall get a squad of troops ready." said Dante. Just then, one of the archers had noticed the Ghoul K'Dortok. "hey guys." the Archer said, "there seems to be a ghoul here.". At that moment, K'Dortok had noticed the Archers at the wall. "Oh, Great." said K'Dortok, "hey, Captain Ghoulax, you've better hurry up and finish off the Human, the Half-Elf, and the Rat-Man.". "yeah, yeah." said Captain Ghoulax, "i'm on it.". After he said that, he went for his secondary weapon, which is a short sword.
"hold it right there." said Officer Morgan. "You won't stop me from completing my mission." said Captain Ghoulax. As soon as he said that, he charged at Officer Morgan. "for the Glory of the Master Of Zombies." Captain Ghoulax exclaimed as he charged at Officer Morgan. "watch out!" exclaimed Tirus. Just then, Officer Morgan had managed to dodge out of the way of Captain Ghoulax's charge. "huh." said Captain Ghoulax, "how are you still able to move?". Little did Officer Morgan, Tirus, and Rotusor realize that Captain Ghoulax isn't the only undead creature in the area.
All of a sudden, K'Dortok had started charging towards the area where Officer Morgan, Tirus, Rotusor, and Captain Ghoulax are located in. All the while, the archers were firing at K'Dortok. Just then, K'Dortok had turned to face the Archers and the barrage of arrows. K'Dortok then took a Blade Disc from his belt and tossed it at the archers. The Blade Disc is a circular disc weapon with a curved blade on each section. "incoming Projectile!!" exclaimed one of the archers. As soon as the archer said that, the archers had put up their shields, in a attempt to block the Blade Disc. But it was too late, the Blade Disc had managed to hit its target, as it sliced through several of the Archers' Armor.
"auggh!!" exclaimed the injured Archers as they fell to the floor, next to the outer edge of the wall. "someone get the healer up here." said Greg Myers. That was where one of the archers had started on his way to get help. Meanwhile, at the site of the crashed Kor'Drakk cruiser, Kalzortus had joined with the rest of the crew. All of a sudden, one of the Orcs had targeted Kalzortus. "this should be good." The Orc Said, as he loaded a missile launcher. "Helmsman." said Captain Zordash, "What's the status?". "i'm getting several incoming projectiles." said Helmsman Mecator, "they're coming in from Starboard Side.".
Just then, several rockets hit the cruiser right below the Autocannons on the starboard side. "ka-boom!!" the rockets hit directly at the shields, which rocks the ship. "Chief Engineer Jor'Dorus." said Captain Zordash, "how are you and the crew doing on the engine repair?". "Warp coils are nearly repaired." Replied Jor'Dorus. At that moment, Kalzortus had contacted Captain Zordash. "sir." said Kalzortus, "recon Patrol Alpha reporting in.". "Kalzortus, what's your status?" asked Captain Zordash. "Apparently, this realm has many different cultures." said Kalzortus. "Cultures?" asked Captain Zordash, "What kinds?". "there is a medieval type of area to the south of this area." said Kalzortus. At that moment, several Orc warriors came charging at the recon patrol, Alan, and Broktar. "For the glory of the clans!!" one of the Orc Warriors exclaimed. "warning: incoming hostiles", Broktar's computer said. "i suggest we defend ourselves." said Broktar, as he was getting into defensive position.
"Kor'Drakk Warriors, begin defensive maneuvers." said Sergeant Dorgarus. As the Kor'Drakk Warriors were getting into defensive position, Xeintox had motioned for his Gatling cannon artillery crews. "Alright, Comrades." said Xeintox, "move into position.". "yes, sir." said the Artillery Crew Captain. That was where Broktar had noticed that the Artillery crew was moving towards the rear of the cruiser. "guys." said Broktar, "there seems to be a artillery crew headed towards the rear of the ship.". "oh, great." said Dorgarus, "if they make it to that part, they'll be able to knock out the external propulsion system.". "aren't there any shields in that area, or at least some way of defense in that area." said Alan. "There's only a couple of chain guns and an energy shield protecting the external propulsion system." said Dorgarus. "i'll help defend the position." said Kar'Gorto. Little did the Kor'Drakk crew, the Recon Patrol, Alan, Broktar, and the Orcs realize that the Battle Knight Was Watching the situation. "Most Impressive." The Battle Knight said to himself, "these Orcs have some powerful weapons.". Just then, Quotor had contacted the Battle Knight.
"Battle Knight, What is your position and status?" Asked Quotor. "I'm Outside the site of a c rashed Alien ship." said the Battle Knight. "Crashed Alien ship?" asked Quotor. "yes, a alien ship." said the Battle Knight, "I'm not waiting.". As soon as the Battle Knight said that, he had unsheathed the Skull Sword, and started charging towards the site. That was where one of the Orc Warriors had noticed that the Battle Knight was charging towards the site. "sir." said the Orc, "the Battle Knight is approaching.". "Prepare defensive maneuvers." said Xeintox. That was where two Artillery crews moved into position, Along with a squad of Orc Warriors, both on Griontors and on foot. "all troops, fire upon the Battle Knight." said the Artillery Crew Captain. That was where every troop in the defensive position started firing at the Battle Knight.
"pow", "Pow". Each of the shots from the Artillery cannons had hit the Battle Knight. However, the Gatling cannons had no effect on the Battle Knight and his armor. "that can't be possible." said one of the Orcs. "this guy isn't going down." said another Orc. That was where several rocket launcher wielding Orcs moved into position and fired upon the Battle Knight. "That should do it." said the Artillery Captain. All of a sudden, the Orcs had started to see a shadow emerge from the shadowy Smoke. It was that of the Battle Knight. "is there anything that he can do to stop him." said one of the Orcs. "Look guys." said another Orc, "it looks like most of the Battle Knight's armor is heavily damaged.".
The Battle Knight's Armor had sustained heavy damage, including his helmet. "hey guys." said one of the Orcs, "we might have a chance of beating this guy.". All of a sudden, one of the Orcs had seen the Battle Knight Start to recover his armor. The Battle Knight's Armor is created from Dark Powers. It can recover itself, using the Dark Powers. As the Battle Knight's Armor was repairing itself, he looked down at his tunic. He had remembered that there was a cut on the tunic, right over his chest. "it's been years." the Battle Knight Said to himself, "that i faced Joseph Barker.". The events that the Battle Knight is referring to, happened many, many years ago. It was when the Battle Knight had battled the Knight Lord Joseph Barker. The Battle had left the Battle Knight with a scar on his chest.
That was where Quotor had managed to contact The Battle Knight. "Battle Knight." said Quotor, "return to base immediately.". "Not until i finish what i have started." said the Battle Knight. "Get Back here immediately." said Quotor, "the Master Of Zombies is expecting you here at the Undead Keep.". "the Master Of Zombies is there?" said the Battle Knight. "the Master Of Zombies is there?" said the Battle Knight. "yes, and he's waiting for you." said Quotor. "If you insist." said The Battle Knight. That was where the Battle Knight had faced the Orcs, Broktar, The Crew of the "Dragon Fire" and Alan.
"Until Next Time." said the Battle Knight. Once he said that, he started to head towards the Undead Keep. "Who was that?" Asked Alan. "i haven't the slightest." said Kalzortus, "Even in all my years. i have seen hundreds of worlds and hundreds of people. Never before have i seen a being such as him.". That was whee the Orcs had turned to face the crew of the Kor'Drakk cruiser, Alan, And Broktar. "All Warriors." said Dorgarus, "Prepare to defend the ship at all costs.". Once Dorgarus said that, she and the Warriors had readied their weapons. All of a sudden, an Orc Warrior came forth from the clan. "All Warriors, Hold your fire." said Xeintox. "What on Earth?" said Alan. At that moment, Joseph had contacted Alan, Via the Comm-link. "Alan." said Joseph, "What's your status?".
"Officer Morgan and i had arrived in Octiviox." said Alan, "i am currently at the site of an crash landed alien cruiser.". "interesting." said Joseph, "what else had happened? Were you able to find the creature that stole the parts?". "i haven't found him yet." said Alan, "but i have a idea where he might be at.". "Oh, Really now." said Joseph, "where would that be?". "Well, when the Knight was talking to the Dark Being, The Dark Being said something about an Undead Keep." said Alan. "an Undead Keep?" asked Joseph. "i haven't the slightest what that is." said Alan. Just then, the Orc Warrior had reached the Kor'Drakk Cruiser. "What On Earth?" said Alan. "On behalf of Captain Xeintox, Leader of the Shock Rangers clan, and on..." said the Orc Warrior. But before the Orc Warrior could finish the sentence, Broktar had grabbed him by the throat, and started to lift him into the air.
"Alright you slimy...." said Broktar. "Hold it, Broktar." said Alan, "let the Warrior speak.". "If you insist." said Broktar, as he put the Warrior back on the ground. "Continue with what you are saying." said Alan. "As i was saying." said the Orc, "On Behalf of Captain Xeintox and the Shock Rangers, Captain Xeintox wishes to apologize for any inconvenience the situation has caused.". “Apologize." said Broktar, "for What? Trying to raid this ship.". As Broktar was saying this, he aimed his weapon mount at the Orc Warrior. "Apparently, there is something more to this situation that what it appears to be." Said Kalzortus. Meanwhile, in another Dimension, The Gate Master had seen the recent events. "It is time." said the Gate Master, "That i meet Alan in person.". That was where the Gate Master Realized that if he was to leave the portals unwatched, creatures from all dimensions could cause chaos.
"Hmm, how shall i meet Alan." said the Gate Master, "without leaving the Portals unwatched.". Meanwhile, at the Kor'Drakk cruiser, The Orc Warrior had sent a message from Xeintox, Leader of the "Shock Rangers" clan to Captain Zordash of the Cruiser "Dragon Fire". "I still don't trust these Orcs." said Broktar. "After witnessing the events in your homerealm, i couldn't really blame you." said Kalzortus, "Maybe you should let them have a chance to prove themselves.". "Maybe you're right." said Broktar, "Who knows. Maybe they might prove to be worthy allies.". That was where Captain Zordash had contacted Dorgarus. "Dorgarus, What is your status?" asked Captain Zordash. "It seems that the Orcs have stopped the attack." said Dorgarus, “and the Clan leader has sent one of his warriors to negotiate a possible alliance.".
"Allow them to enter the Ship." said Captain Zordash. "But, Sir." said Dorgarus, "they just attacked our ship.”. “they may be able to prove themselves." said Kalzortus. "i would have to agree with Kalzortus." said Kar'Gorto. "Then it's agreed." said Captain Zordash, "escort the warriors inside.". That was where Xeintox, leader of the "Shock Rangers" clan came forth from the Orc Clan. "so, your leader has decided to accept my proposal." said Xeintox. "Why, you Slimy..." said Broktar. "Hold it, Broktar." said Alan. "it seems your lizardman friend is a bit of a hothead." said Xeintox. After Xeintox said that, he started to head towards the Kor'Drakk Cruiser.
Meanwhile, in the Town Of Chior, Aross was having a meeting in the main room of the Town Hall with his advisors. "sir." said one of the Advisors, "we must improve our defenses if we are to stand a chance against the forces of the undead.". "by the way." said another one of the Advisors, "how is your sister?". "the last i heard from her." said Aross, "was that she was headed to the Arch Mage's Tower. I haven't heard from her since then.". Just then, Gretack the Ogre had entered the scene. "Gretack." said Aross, "What in the Realms are you doing here? You're supposed to be guarding the Bridge.". "One of the Advisors told me to see you." said Gretack, "I had also made sure that the bridge is still being watched.".
Meanwhile, at Rotusor's base, Captain Ghoulax and K'Dortok had retreated from the base. "that was unusual." said Officer Morgan. That was where Sir Dante Morgan had arrived on the scene with the healer with him. "Ah, Comrade." said Sir Morgan, "i have heard so much about you.". "How on Earth do you know about me?" asked Officer Morgan, "i have only just arrived here not too long ago.". "Never mind that." said Sir Morgan, "lets get you guys healed up.". That was where the Healer had proceeded to heal Officer Morgan, Tirus, and Rotusor. Meanwhile, back at the Kor'Drakk Cruiser, Xeintox had been escorted to the Ready Room section of the Cruiser. "So what you're Saying." said Captain Zordash, "is that, if we were to join forces with you, we would get the help of great warriors.". "Basically." said Xeintox, "not only that, my warriors know more about this land then even your recon patrol, or even your Probes could tell.".
"How dare you insult our people?!" exclaimed Sergeant Dorgarus. "Dorgarus, You're doing it again." said Kalzortus, "You're letting your pride cloud your judgment.". "Ha hah." said Xeintox, "it seems i have riled up one of your troops.". "The boss tends to do that." said one of the Orc Warriors. "Yes, apparently so." said Kalzortus. Just then, Joseph had contacted Alan. "Alan." said Joseph, "What's your status?". "i'm inside the Kor'Drakk cruiser." said Alan, "the Orcs have stopped fighting against the Kor'Drakk.". "the Orcs have stopped fighting." said Joseph, curiously. "they're going over a proposal for an alliance." said Alan. Meanwhile, at the Desert Base Of The Barbarian Tribe, the council had assembled. That was where Clint Orons, King of the Tribe, had stepped forward. "Comrades." Clint Orons said, "It is time for all of the tribes to unite, and stand against the oncoming Forces Of Darkness.". "Sire." said Deronix. "Yes, Deronix." Said Clint. "There seems to be a messenger waiting outside the borders." said Deronix. "Allow them to enter." said Clint. That was where Deronix went to the Outer Gates, and informed the messenger to come see the King in person. Meanwhile, at the Kor'Drakk Cruiser, The Kor'Drakk Captain Zordash, and the Orc Warrior Xeintox had signed the Aliiance. "This shall mark the beginning of a new era." said Xeintox. "Sir." said Mecator, "Kor'Drakk High Command is contacting this ship.". "Bring it on screen." said Captain Zordash.
That was where the vid-screen in the ready room came on-line. The Kor'Drakk Commander-In-Chief, Vor'Tosus had contacted the crew. "Captain Zordash." said Commander-In-Chief Vor'Tosus. "Commander Vor'Tosus." said Captain Zordash, "I was thinking of contacting you.". "i have some bad news." said Vor'Tosus. "what would that be?" asked Captain Zordash. "Our Homeplanet, Dracronus, was destroyed." said Vor'Tosus. "By the Gods." said Captain Zordash, "When did this happen?". “It was a hour ago." said Vor'Tosus. "How Could this happen?" said Gotarus, "who has done such a thing?". "It was the Slortaxons." said Vor'Tosus, "Not only that, but a pirate crew.". "A Pirate crew?" Said Kar'Gorto. "This is a dark day, indeed." said Kalzortus. "What is the pirate crew?" asked Kar'Gorto. "The Crew is comprised entirely of humans." said Vor'Tosus, "their captain is Amadeus Ironside. The ship's name is 'Gatronus'.".
"Humans." said Captain Zordash, "I should have known better.". "Captain." said Kalzortus, "Don't let your distrust of humans prevent a new era from dawning.". "Apparently humans had been responsible for this situation." said Captain Zordash, "i say we deal with the Humans.". "I wouldn't be so certain about the humans." said Kalzortus, "Not all humans are bad.". "Name a example." said Captain Zordash. "One such example is the human whom is with us." said Kalzortus. "What is his name?" asked Captain Zordash. "I actually didn't get to ask his name." said Kalzortus. "That was bright." said Broktar. "Apparently, you still haven't lost your comments." said Kalzortus. That was where Alan had stepped forward.
"Human, What is your name?" asked Captain Zordash. "It is Alan Arthur Stukov." Replied Alan. “Stukov?" said Captain Zordash, "How interesting.". "Sir." said Kalzortus, "We should start to rebuild our homeworld.". "That's a good idea." said Vor'Tosus. "Hey, Wait a minute." said Alan. "What's that?" asked Kalzortus. "Vor'Tosus's Voice Sounds familiar." replied Alan. "What do you mean?" asked Gotarus. "Ah, so you recognize my voice." said Vor'Tosus, "Maybe this might help.". As soon as Vor'Tosus said that, he started to transform. "What on Earth?" said Alan, as he watched Vor'Tosus transform into a human form. That was where Vor'Tosus had fully Transformed into a human form. "So, do you recognize me now." said Vor'Tosus. "What on Earth?" said Alan, "You Couldn't possibly be my teacher.". "Indeed i was." Replied Vor'Tosus. "What do you mean, Vor'Tosus?" asked Kar'Gorto.
"I was once a teacher at a school on the Planet Of Earth." said Vor'Tosus, "It was there, where i had taught history to a young Alan Stukov.". "Is that so." said Captain Zordash, "Apparently you seem to trust humans too much.". "Captain Zordash." said Vor'Tosus, "it seems you haven't lost your distrust of humans.". "I might have figured you would say so." said Captain Zordash. "Now then." said Vor'Tosus, "Let's Get a move on.". "For What reason?" Asked Kalzortus. "Apparently the patrol has been interrupted." said Vor'Tosus. "Yes, we were getting to that." said Kalzortus. "Kalzortus is right." said Dorgarus, "but we were side-tracked when we inadvertently entered a wormhole, and entered into this dimension.".
"Not only that." said Kar'Gorto, "we had encountered a clan of Orcs.". "yes, and also the ship had suffered moderate damage around the ship." said Captain Zordash, "we were doing the repairs when the orcs had attacked.". “yes." said Vor'Tosus, "well, you've better get a move on.". "There's one last thing." said Kalzortus, "there's the matter Of the Master Of Zombies.". "The Master Of Zombies?" asked Vor'Tosus. "yes, the Master Of Zombies." said Captain Zordash, "All we know is that he is a dark being.". "Apparently so." Said Vor'Tosus, "if you wish, you can remain in that dimension.". "We may need reinforcements." said Gotarus. "We shall see what we can do." said Vor'Tosus, "When he have supplies for you, we shall warp it to you.". "What about troops?" asked Dorgarus. "unfortunately, we can't spare any troops at the moment." said Vor'Tosus. "Why is that?" asked Dorgarus. "For one thing." said Vor'Tosus, "most of the troops were killed in the battle against the Slortaxons and the Pirate crew.". "Of course, this realm may make a suitable location for a outpost." said Gotarus. "you may be right." said Vor'Tosus. "then we shall send you the data for the Alliance." said Captain Zordash. "It shall be done." said Vor'Tosus, "When we have available supplies and troops, we shall warp them to you directly.". Just then, A Kor'Drakk Warrior had entered the room where Vor'Tosus was located in.
"Sir." said the Kor'Drakk Warrior. "Yes, Comrade." said Vor'Tosus. "All of the Repairs have been completed." said the Warrior. "Most Excellent." said Vor'Tosus. Meanwhile, at Castle Diroctor, King Anderson's Daughter, Heather Anderson, had arrived at the castle. "Finally, you have arrived." said Ortonk, "i was starting to get worried about you.". "how have you been?" asked Heather. "I have been great." said Ortonk, "although these events have been a bit stressing, not only on me, but on the other residents of the castle.". At that moment, Sir Dante Morgan had entered the area. “M'Lady." said Sir Morgan, "it is good to see you.". "it is good to see you, too." said Heather. At that moment, King Anderson had entered the Area. "Father." said Heather, as she headed towards King Anderson. "It is good to see you." said King Anderson, "How was it with your Uncle and Cousin?". "It was excellent." Said Heather, "Duke Arthur sends his regards.". "Sire." said one of the Archers.
"Yes, what is it?" asked King Anderson. "The Heroes haven't returned from the object in the distance." said the Archer. That was where Officer Morgan, Tirus, and Rotusor had started on their way to the Crash-landed Kor'Drakk Cruiser. "I'll Come along." said Dante. "It's much better that you stay here, at the Castle." said Tirus. "then allow us to help by sending troops." said Sir Morgan. "That won't be necessary." said Officer Morgan. That was where the trio continued on their way. That was where Alex Johnson had arrived at the Castle. "Greetings, Alex." said King Anderson. "Greetings, King Anderson." said Alex Johnson. "Any news of the Heroes?" asked King Anderson.
"I haven't heard from Alan and Broktar." said Alex, "Or even Tirus and Officer Morgan. I have sent a messenger to the Barbarian Tribe.". “Excellent." said King Andrson, "Do you really think the Barbarians would be a worthy ally?". "Of Course." said Alex Johnson, "The Barbarians are Strong Warriors.". Meanwhile, at the crash site of the Kor'Drakk Cruiser, the orcs have left the ship. "I'm surprised." said Kalzortus. "What do you mean?" asked Gotarus. "I mean I'm surprised that this situation hadn't gotten any worse than it was." said Kalzortus. "whatever makes you say that?" said Broktar. "when i was in Artiox, i had encountered a clan of Orcs." said Kalzortus, "i had found those Orcs to be a bit Brutish.". "Is that so." said Broktar. "Of Course, Orcs can also make great Allies." said Kalzortus, "Even though Orcs can be a bit brutish.". "Oh, Really Now.” said Kar'Gorto. "Let's get going." said Dorgarus. Meanwhile, at the Undead Keep, The Battle Knight had arrived at the Keep. Quotor was waiting at the gate for him. "What in the Dark Realms were you trying to do?" asked Quotor. "Whatever do you mean?" said the Battle Knight. "You know what i mean." said Quotor, as he looked at the Battle Knight with one eyebrow raised. That was where Ghoultor had appeared at the gate. "Ah, Ghoultor." said Quotor, "About time you have gotten here.". "The Master Of Zombies wants to see both of you, Immediately." Said Ghoultor. "Is that so." said Quotor. "yes, indeed." said Ghoultor. That was where Ghoultor, Quotor, and the Battle Knight went into the Undead Keep.
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:44 Koga92 How Danzo misinterpretated Tobirama’s teaching

Actually, Danzo’s flaws are mostly due to the fact he misinterpreted Tobirama’s teaching (chapter 481).
Tobirama to Danzo : "Danzo, you and Saru have always been rivals in everything…but what we need now is unity. Don’t bring your personnal squabbles into this."
What Danzo understood here : there is only one way that must be followed. In this regard "unity" is a catch word from Tobirama. Thus it led Danzo to be obsessed with the idea of unity to the point of falling into totalitarism like there is one leader and one village, a single body with a single brain.
While Tobirama just taught him here to dialogue with his peers in order to find a consensual and constructive solution.
Tobirama to Danzo : "First you must within and look yourself without losing your calm."
What Danzo understood : a shinobi must suppress any trace of emotions everytime he makes a decision. In this context of the Kinkaku unit chasing them, it led Danzo to think afterward that if he wants to surpass Hiruzen he has to be always the first to make the harshest decision, because here it’s Hiruzen who raised his hand first to become the decoy. Danzo understood then that emotions are obstacles against rapid and decisive actions.
And then, when the Uchiha crisis occurred, Hiruzen was conflicted between his duty of Hokage and his close feelings toward the Uchiha who he called his comrades. To Danzo it was here the best opportunity to take his revenge against Hiruzen and shows to himself he isn’t anymore the conflicted shinobi he was before so he immediately pushed for the harshest and most decisive action to solve this problem that is to say a full scale elimination of the Uchiha clan. Danzo acted even before Hiruzen could do anything, and there Danzo likely thought he was acting according to Tobirama’s teaching.
While for real Tobirama just taught him there to take a decision only if it suits with himself, so he needs to look objectively on himself and shouldn’t overestimates his own capacities, that is to say if Danzo accepted he was a bit coward then he would have stayed quiet and would have fully accepted Hiruzen’s decision just like every other members of the squad, but he didn’t do that, he lied to himself and after Hiruzen raised his hand, he too proposed himself as decoy while he was still trembling and Tobirama noticed it and said if he accepted Danzo’s decision then it would have "brought danger upon his teamates" because Danzo would have craped his pant the moment he would face the Kinkaku unit so he would have been eliminated in a few seconds while someone fairly confident like Hiruzen would have fought them with braveness enough time for Tobirama’s squad to flee.
Tobirama to Danzo and Hiruzen : "At any rate…Danzo…Saru…there’s no to be hasty at your age. One day the time will come. Just stay alive… until then".
While Hiruzen understood correctly this teaching, since he sacrificed his life at the right moment to protect Konoha from Orochimaru, Danzo understood wrongly this teaching because he constantly delayed his death until fatality. He misinterpretated the "stay alive" from Tobirama by thinking he must protect himself whatever the cost.
This is how Danzo ended as a coward hidden in his bunker each time the Leaf was attacked while he could have given a decisive help. He accepted to die only when Sasuke and Obito cornered him like a rat. Contrary to Hiruzen, while confronting Orochimaru,he immediately accepted he won’t survive this fight and died heroically.
submitted by Koga92 to Naruto [link] [comments]


2024.06.02 15:43 happydwarf17 Save for college, or save for down payment

Hi folks, I’m technically just passed Baby Step 4, and onto Baby Step 5. No debt, 6 months emergency fund fully funded. I don’t exactly save 15% for retirement - though it’s close.
I live in California and currently rent in an area we don’t see ourselves living in for the long haul, so we are currently saving up to buy a house. We want to stay in California, so I’m currently saving (beyond my retirement accounts) as much as possible to maximize our down payment.
For reference, the median house price we are looking at is roughly $900k. As of right now, we have about $350k in a taxable account ready to deploy before taxes (about $90k of that is long term capital gains), but won’t move for another 5 years.
My daughter is 3, and we have another on the way.
I have two main questions - we want to ideally pay for 4 full years of public school for both of our kids. We also plan to foster and are open for that to turn into adoption, want to cover that as well (so maximum 3 kids of our own).
In my mind, I want to focus first on maximizing the down payment we can put down. Especially if interest rates never fall, I want to be as close as possible to paying the house outright in cash.
Baby Step 5, however, comes before this step - saving for college. I went to UC Berkeley, so I’m basing my numbers off of them - they claim college costs just shy of $50k a year for in state tuition. So I would want to save $200k per kid in today’s dollars.
Weighing these options - should I save up for the house first, and try to lower my goal for the cost of college?
Basically, it’s nearly $600k needed to save either way in today’s dollars. I THINK I can provide better for my family if we have a paid off home. Especially considering my kids may not want to go to college.
I personally also went to community college first and ended up graduating with no student loans because I worked during those years - would it be immoral to cut our targets in half for college and say we will pay for the latter years, and they can choose the community college route?
Summary:
Any thoughts here? Am I just hung up on the order of the baby steps? Is college more important than a home in DR’s eyes?
submitted by happydwarf17 to DaveRamsey [link] [comments]


2024.06.02 15:43 moondog151 A 16-year-old girl would google her mother's new boyfriend and discovery that he was a notorious double murderer who killed his previous girlfriend and child, stuffing their bodies into barrels and burying them on his property. She soon went missing, her mother having chosen the murderer over her.

A 16-year-old girl would google her mother's new boyfriend and discovery that he was a notorious double murderer who killed his previous girlfriend and child, stuffing their bodies into barrels and burying them on his property. She soon went missing, her mother having chosen the murderer over her.
(This case was sent my way via this post asking for case suggestions from my international readers since I focus on International cases.
So I would like to thank xzwkimin for informing me about this case. And as this case is from a country that I skipped over during America's Series, that means I am delaying the Japan case and going backward to do this one
There is also a very lengthy 1 hour long video on this case by Jackie Flores which I used as a guide since it was helpful. But rest assured, I did my own research, used by own words, included additional information and didn't just copy her.
And as you my expect from that prior statement, this is a huge case so information is surely missed so like always your own research is encouraged in case I missed anything.)
Ámbar Cornejo Llanos was born on February 14, 2004, in Villa Alemana, Chile to her mother born in 1982 and father Ulises Cornejo. Ulises was mostly absent and seemed to have separated from Denisse before Ámbar was even born. Not long after their separation, Denisse began dating a new man named Juan Carlos Pérez Aguirre, a friend of Denisse's since before Ámbar was even born. This relationship would result in them having two children and thus Ámbar having two step-siblings although one tragically passed away at 4 months old due to malnourishment brought about due to improper care. After the death, Denisse would fall into a depression, heavily drink and neglect Ámbar and her surviving brother. It got to the point where their school requested the two be removed from Denisse's custody as they were visibly not being taken care of. The request was granted and the two were removed from her custody and held in an Institution for minors.
Ámbar Cornejo Llanos
Denisse Llanos Lazcano
In 2009, Denisse had her final break up with Juan, their relationship was a dysfunctional on-again-off-again relationship with constant break ups and reunions but eventually, their final break up would come. Also in 2009, Denisse had improved enough for a court to deem it safe for Ámbar and her brother to be returned to her care. After the break-up, Denisse and Ulises appeared to reconcile and Ulises grew close to Ámbar.
On September 27, 2012, Ámbar confided in two of her school teachers that one of her friends had been sexually assaulted, after they called her friend's mother, she broke down and admitted that she had lied and was in fact talking about herself. Ámbar was taken to the police to give a statement and she told them that whenever her mother took her and her brother to visit Juan back when they were dating, Juan would sexually assault her during these visits. Juan was arrested and on November 25, 2013, The Oral Criminal Court of Viña del Mar sentenced him to three years imprisonment, ordered him to pay and cover the entire cost of the trial, prohibited him from even having any contact with Ámbar or her family, and had to disclose his address to the police. The court also again, took custody away from Denisse and sent her to live with Ulises for a few months, The no-contact order went both ways as Denisse was ordered to have nothing to do with Juan either so long as she wanted to raise Ámbar. Eventually, Ámbar was returned to Denisse's custody after she obeyed this court order.
Ulises, viewing Denisse as an unfit mother, and since he saw her as manipulative wanted to keep Ámbar. When Denisse found out, she prohibited her daughter from ever visiting her father and tried to manipulate her into disliking him, saying that it was his fault and that he was trying to break up their family. Ulises would also send money to the family for Ámbar but Denisse would often, not tell her when the money arrived and simply pocket and spend it for herself.
Denisse's plan to turn Ámbar against her father backfired and the older Ámbar got, the more strained her relationship with her mother would become. They would constantly argue and one time, Ámbar had a friend over when she and Denisse had another argument and Denisse moved to strike her daughter. Ámbar and the friend ran to another room and locked the door but Denise was so angry over whatever the fight was about that she hit the door with enough force to break it open. The only reason that Ámbar never defended herself was simple, according to friends, Ámbar told her that since Denisse gave birth to her, she was obligated to respect her mother and could never raise a hand to her.
Soon Denise would date another man, the landlord of their apartment, Manuel García Queirolo. Tragically, Manuel wouldn't be any better than Juan. Whenever he heard that Ámbar was showering, he'd use his position as the landlord to go to a room on the second floor that gave him a clear view through the bathroom window so he could watch Ámbar. Ámbar would eventually find out and inform her mother to which she told her and her brother to just not shower unless she were home. But beyond that, she took no action, she didn't even stop seeing Manuel. She actually did the opposite and got mad at Ámbar for being the subject of Juan and Manuel's lust. The worst of Manuel's depravity wouldn't come out or be known by others, even Ámbar until years later, that will be discussed further in the write-up.
With all this tragedy and her dysfunctional and abusive home life, one may expect Ámbar to have been troubled. But on the contrary, all her friends said she was happy, outgoing, kind, would do anything for them and loved to engage and share her hobbies with them such as dancing. Ámbar was deeply liked by all her classmates and was very popular. She had managed to not be defined by all that was going on in her life.
In late 2019, Denisse had found her next boyfriend, a man named Hugo Humberto Bustamante Pérez with the two moving in together in relatively short order. Ámbar was not very keen on Hugo and how fast their relationship was progressing, she also felt uneasy about him as well and how he looked at her. Ámbar told one of her friends about her mother's new boyfriend and her friend felt his name sounded familiar to the two looked him up and did not at all like what they had found.
Hugo Humberto Bustamante Pérez
Hugo Humberto Bustamante Pérez was born on March 28, 1965, in Quilpué as the third out of four siblings. His father worked as an electrician, and his mother a housekeeper with domestic violence a frequent occurrence in the household. His mother was described as neglectful while his father was actively abusive and had him put to work at the age of 8 to sell fruits and vegetables at markets. To escape his father's abuse during his most violent outbursts, he would go stay at his grandparent's house. At the young age of 13, he would fall into a drug addiction, starting with marijuana before escalating to opium and cocaine.
At the age of 15, his father kicked him out of the home so he went to Mendoza, Argentina and lived with a classmate. There he claimed to have travelled all to Bolivia, Peru, Spain and Brazil. He returned to Chile at the age of 18 and began stealing goods to sell back as well as trafficking drugs. When he was 20 he would, with the help of an accomplice take part in a scam where he would get on a bus, gain the trust of the passenger sitting next to him, offer a drink laced with sleeping pills and then steal their belongings as they passed out in the street. He would also attempt this on beaches as well.
Several times, Hugo would attempt to start romantic relationships but none of them would last particularly long usually breaking up almost immediately due to a lack of commitment from Hugo. For legitimate income, Hugo got into bodybuilding and according to him, he owned a nightclub. On May 27, 1987, Hugo was arrested for the first time on a charge of theft but he doesn't appear to have suffered severe consequences for this. He later began another relationship but this one seems to have lasted a little longer with them even having a child and Hugo getting employed as a serial guard. But they broke up shortly after the birth and in 1989 Hugo was arrested for nine counts of robbery, four counts of theft and 5 counts of armed and violent robbery earning him a 10-year prison sentence.
Hugo had a rough stint in prison, with his drug habits routinely sending him to a hospital in Valparaíso and often had extra security and shackles because he once tried escaping during a transfer. In 1992, he suddenly had a mental health crisis and was admitted to a mental hospital for 25 days. In 1995 he was granted parole but was sent back to prison 8 months later after violating it. He was finally released after serving his sentence in 1999. After serving his sentence he again attempted to turn his life around, getting a job painting and repairing cars and saving enough money to open his own store. He also took an interest in yoga and spiritualism. At a yoga class, we would meet 49-year-old kindergarten teacher Verónica Vásquez Puebla (born in 1955) who had a son named Eugenio Honorato Vásquez.
Verónica Vásquez Puebla and Eugenio Honorato Vásquez
Unlike Hugo's prior relationships, this one actually appeared to be promising. Eventually, Hugo asked Verónica for money for "home improvement" and initially she wouldn't hesitate to give her money away. Tragically, Hugo would begin squandering the relationship and would become abusive and temperamental. So on January 8, 2005, he came to ask for money, money that he had never paid back any time prior, Verónica finally said no having now wanted nothing to do with him.
When met with this reply, Hugo was left enraged. In his fit of rage, he grabbed a baseball bat and struck Verónica with it before strangling her. All the commotion had woken up 9-year-old Eugenio after being witnessed, Hugo set his sights on the child and began strangling him as well. Now that both were unconscious, he shoved a cloth down Verónica's throat, tied her hands and feet together and slit her throat. Afterward, he finished them by wrapping their heads in plastic wrap and tying a plastic bag around their heads. He then got a metal drum and hit their bodies repeatibly with a cane and breaking their bones so he could better fit Verónica and Eugenio's corpses inside. Then to hide the smell of decomposition, filled the drum with water, line and plaster before sealing it. He then proceeded to ransack Verónica's house to look for the money he had asked for and left once he found it.
He left the barrel in Verónica's home for a few days and blew her money on his old habits, that being drugs, drinking and prostitutes. Eventually, despite his methods to mask the odour, the bodies inside the drum began to smell. To deal with this, he bought a house with a patio and transferred the barrel to that property. He then asked his father if he could help him dig a hole in his yard. The hole was two meters deep and one meter wide. He asked the movers, moving in his furniture to help move the drum to the back of his house. Hugo was almost caught right then and there because liquid began leaking from the barrel but Hugo said that he worked in the food (specifically French Fry) industry and that it was a chemical from making the product. After everyone left, he buried the drum in the hole he had his father dig. Verónica's brother noticed she was missing and called her only to be answered by Hugo and said that she had gone on a spiritual retreat. Eventually, he and her family went looking for her and found her identification documents in a ditch. Hugo was again called and simply said she was bored with Verónica and hung up.
On January 26, Hugo's new neighbours called the police to report the smell and when they arrived, despite how confident Hugo was that he'd get away with it, and despite all the work he put into hiding his crime, he confessed immediately. The police placed Hugo under arrest while they excavated his yard and recovered the drum and the bodies. Tragically, the news broke at the same time as Hugo's daughter began making plans to reconnect with him. This murder gained Hugo the moniker of "The Drum Psychopath"
The police outside Hugo's house.
The police in Hugo's yard
The drum.
Hugo spent his first few months in a mental hospital where he boasted to the doctors about his economic situation and martial arts talent. Hugo's trial took place in November 2005 held by The Guarantee Court of Villa Alemana, and he was handed down a sentence of 27 years imprisonment with his release date set for January 26, 2032. Hugo would now be one of Chile's most infamous criminals and was the subject of an episode of "Mea Culpa"
Hugo being brought to court
Hugo was even given interviews while in prison, in one of these interviews he was asked if he would ever kill again if released and he would tell the interviewer that he didn't know because "I am not the master of destiny". He also told the interviewer that he was triggered by a whistling sound in his ear and he said that it was like watching a movie while he was killing Verónica and Eugenio.
On April 29, 2016, Hugo was put before a parole board and even though Hugo publically said to an interviewer that he was uncertain about whether he'd kill again or not, and even though the prison itself told the judges in charge of the parole hearings not to release him, they outraged all of Chile by granting him parole regardless on the basis of him serving 10 years, learning an actual skill he would use at a job while in prison and good behaviour meaning, legally, they had no reason to deny parole and he was released amongst 788 others. Hugo was despised by all the locals he was now living with, no employer would hire him for any more than a day so he mostly worked odd jobs. Even those who reluctantly admitted that Hugo was nice, added that he still seemed odd and one of his neighbours said "When he looked at you, it felt like he was undressing you with his eyes"
Neighbours would even put up flyers all across the area warning residents about Hugo and to make it clear to Hugo that he wasn't welcome. Parents even refused to let their children go outside alone now that Hugo was back and living alongside them and women wanted to be driven to work and driven home from work instead of walking. Even the mayor of Villa Alemana had ordered an extra police presence in the neighbourhood he moved into.
As soon as she finished reading up on his lengthy and disturbing history, Ámbar was left horrified. Denisse had had 4 partners, one sexually assaulted Ámbar when she was 8, the other was a blatant pedophile who would stare and watch her shower and now her newest one was a man who killed his girlfriend and her 9-year-old child. The only one of Denisse's partners that she actually treated with disdain and contempt was Ámbar's father who cared for and had her best interests in mind. Ámbar explained this all to Denisse who got mad at her daughter and started another fight since she saw Ámbar as judging her newest boyfriend without getting a chance to meet and know him. She even told her that everyone deserves a second chance despite barely knowing Hugo herself at this point.
Seeing as her mother remained stubborn, Ámbar went behind her back and wrote a complaint letter to the apartment's manager requesting that Hugo be banned from the premises. This complaint found its way to the public and soon the other residents of the apartment learnt that Hugo was living with them and essentially, they all came together to demand that they all leave and take Hugo with them. Leave they did but Denisse took Ámbar's brother and moved into Hugo's own home. But Denisse, now on the verge of hating Ámbar for not accepting her relationship with Hugo, punished her by abandoning her underaged daughter and having her live alone in the apartment with a very minuscule amount of money.
After only a week, Ámbar would have to leave the apartment and would go back and forth between staying at various different friend's houses but none were able to let her move in full-time. And she couldn't move into her father's place because he lived in Northern Chile and that would involve abandoning her brother and mother with Hugo. In December 2019, Ámbar moved in to live with Manuel's daughter who was old enough to have her own children and for Ámbar to refer to her as an "aunt". She was described as a much better mother figure than Ámbar's own mother and she was completely ignorant to Manuel's crimes so Ámbar felt safe around her and didn't hold her father's actions against her. And by this point, Denisse disowned Ámbar in all but name. She ended up having to repeat a grade and the school and teachers took note of this and tried to call Denisse 6 separate times for a parent-teacher conference only for her to get aggressive toward the teachers for even calling her at all.
The only interactions she would have with Denisse would be when child support was sent and Ámbar still all these years later had to go to Denisse's house to collect the money in person before her mother spent it all herself. And often she wouldn't even go inside, she'd just knock on the door, Denisse would give her the money without saying a word and close the door. And even if she didn't behave that way, Ámbar steadfastly refused to ever step foot inside Hugo's home. The latest payment was sent on July 29, 2020, when Ámbar told her "aunt" that she was going to head over. After three hours had passed Ámbar had yet to return home from Denisse's and wouldn't answer her phone her respond to any messages. Her Aunt actually called Denisse who blatantly didn't care about her daughter's disappearance and actually hung up the phone. Afterwards, the police were finally called.
Both the police and the entire neighbourhood dismissed the possibility of a runaway and together with the police, the entire neighbourhood began a search effort for Ámbar. Ulises also heard of what had been going on in Ámbar's life as well as her disappearance and immediately travelled to Villa Alemana to join in on the search and of course call and confront Denisse who would never answer or respond. Even when the police themselves showed up, Denisse refused to cooperate or help and ignored even those tasked with finding her daughter. Some witnesses even said that she just stood on her porch and drank a beer with Hugo while others tried finding her daughter
The police would put several flyers all across the local area appealing for information, questioned every neighbour they could find, and together with the Red Cross, firefighters and local volunteers searched the nearby grasslands, bushes, forests, mountains and so on utilizing sniffer dogs, drones and even thermal imaging cameras with the searches continuing into the night. A witness would also come forward and say that in the morning he drove by Ámbar and saw her crying as she walked away. One of Denisse's neighbours also said that in an unusual course of events, Ámbar actually entered Denisse and Hugo's home instead of waiting outside and that she didn't leave. This statement was supported by a CCTV camera showing her walking toward their house but never walking away.
Ámbar's missing notice
This time, simply ignoring them wouldn't work. On July 31, A large group of neighbours went to Hugo's house and waited for him to come outside so they could all gang up on and confront him and some wouldn't even let him go back inside. Hugo acted strangely amicable this time and even invited them to come inside and said the police could even bring in search dogs. Hugo even confidently stated, "If I had a body in here it would smell, Don't you think a body that's been here for 2 days would smell". This statement had the opposite effect of what Hugo had intended since as of now, most people thought Ámbar may still be alive.
Since he gave consent, everyone agreed and entered his home on August 3, including police with search dogs and although no human remains were found, they did find clothing with traces of human blood which were seized to be analyzed by forensics. The blood would end up being a red herring as it was old and belonged to Denisse. Even though Hugo seemed to have been in the clear for now, having just invited police onto his property and them finding nothing, he decided to, on August 3, with Denisse, leave Ámbar's brother in the care of one of his sisters and then the two would just flee and leave the area without notice. By now the search expanded to find them, as suspects to be arrested.
On August 6, photos were uploaded on social media showing Hugo and Denisse at a camp ground in Lilu Lilu trying to find someplace to hide, police also pulled CCTV footage from a store near the camping ground and saw the two buying clothes, hats and sunglasses in an attempt to hide their appearance. The police searched the nearby woods and found the two relatively easily and began interrogating them separately.
Hugo and Denisse at the campground
Denisse who clearly had no concern for her daughter's safety and disowned her over not accepting Hugo, turned on him very easily. She confessed that Hugo had murdered Ámbar and that she knew he did but was too afraid to come forward as Hugo had threatened her, her son and her parents and that he forced her to run away with him. According to her, Hugo had dug and torn up his living room floor to make a 6-foot ditch, bury her in it and refill the living room. The police believed Denisse and figured she'd be a valuable witness so they released her. Hugo exercised his right to remain silent and told the police nothing.
It was fortunate for the police that Hugo didn't need to speak. They checked his cell phone and found that from July 20-July 28 he had searched the following terms "Price of electric weapons, Ranged stun gun, Using chloroform to sleep, Sale of straightjacket psychiatry, Chinese bamboo torture, Chinese water drop torture, Ether sleeping spray, Using ether to put people to sleep, Medical use of scopolamine, Where to buy hydroxybutyric, Total and absolute power, How to change your first and last name, Psychological torture, Torture methods, Meat grinder price, Blows to faint, sleep or immobilize," and so much more which clearly showed that not only did Hugo premeditate Ámbar's murder, but that the murder was likely horrific. Inside his backpack were two knives, a hatchet, rope and a receipt for paint and paraffin wax.
The police easily obtained a warrant to search Hugo's home that same day. They broke up the floorboards in his living room and dug up the soil underneath. There they found three plastic coolers upside down and wrapped into plastic bags. The police removed the bags and opened up the coolers, there they found the decomposed, eviscerated and partially skeletal remains of a young girl, dismembered into 15 separate pieces. The remains were easily identified as Ámbar's based on her clothing. The autopsy revealed that Ámbar had been attacked and suffered numerous blunt force injuries across her body but especially to her hands, arms, forearms, buttocks and thighs. a cloth was stuffed down her mouth as seen with her head, and there were signs on the remains that she had been violently raped. According to the medical examiner, a saw and knife were used for the dismemberment
https://preview.redd.it/yobqrydqv54d1.png?width=710&format=png&auto=webp&s=8713a8ee0d0efdb04689406f2d9897214a07e97b
https://preview.redd.it/wfpw4m47u54d1.png?width=760&format=png&auto=webp&s=ddafe2a0402d76e0c2cc8d3cd6c729feb9f73dbd
https://preview.redd.it/ygeyfrwbu54d1.png?width=640&format=png&auto=webp&s=8019b513bad529d81215e0a2452b41ecb4cf9e54
Police and forensics
Meanwhile, the police faced backlash for releasing Denisse and not investigating her further, many did not believe her to be as innocent and a victim of Hugo as she portrayed, her prior history and actions during the search made that hard to believe. And even after her daughter's dismembered body was found under her living room, Denisse wasn't sad, mourning or even. After several threats including her apartment being vandalized as she was led home under her police guard and threats over the phone, Denisse was sent to a psychiatric institute after attempting to take her own life. The backlash continued after it was revealed that the institute was being kept anonymous as a "witness protection" situation.
And speaking of outage, outrage toward the Chilean government and judiciary was immense as Hugo's release led to Ámbar's death. The families of Verónica and Eugenio were also furious that their killer got to go free to kill again instead of serving his sentence. The outrage was in fact so intense, that the judge who approved Hugo's release was even suspended and investigated for misconduct. Eventually, though, she was reinstated with no consequences because although the law was flawed, she was doing her job as a judge by following it. Instead, Chile changed their laws to make the parole process much more thorough and over all harder to have parole answered as opposed to the rubber stamp process it was before.
On September 24, Denisse was removed from Witness Protection and instead placed under arrest with now the police labelling her a murderer instead of a witness. The police ended up going through Hugo's entire phone history, Denisse's, and CCTV footage around the area before and immediately after the murder which showed that Denisse was an active participant. Denisse's motive was simple yet heartbreaking and horrifying. She had on some level wanted to do this ever since their neighbours forced them to leave their apartment because of Hugo, she and Hugo both said that Ámbar wasn't letting them live together as a romantic couple in peace and she saw Ámbar as coming in between him and Hugo and that as long as her daughter was alive, she would never be with the man she wanted.
Denisse's arrest
While in prison, she was the most hated inmate by her fellow inmates and her own cellmate said that she would "make life impossible" and went out of her way to stay up late just to make sure that she could keep Denisse awake and not let her sleep. This led to Denisse being moved to solitary confinement after a "lynching" attempt. A move that infuriated the public and her fellow inmates. It also upset Hugo who was said to have been begging the courts to let him visit Denisse.
Denisse and Hugo were both tried together with the trial beginning on October 26, 2021, at The Oral Criminal Court of Viña del Mar. During the trial which was held over video link due to COVID-19. Denisse somehow found a way to play Ámbar's favorite music which the court and her relatives saw as a provocation. with the prosecution calling over 54 witnesses, 113 relevant documents, 30 expert reports, and the prosecution presented strong DNA evidence, Psychiatric reports showing them to both be sane, and biochemical reports. According to the prosecution, this is what happened.
Hugo and Denisse during the trial
On July 29, 2020, Ámbar was called by Denisse to pick up the money sent by Ulises. Before Ámbar arrived her now 14-year-old brother was sent to school to pick something up so that he couldn't be a witness to the crime. When Ámbar arrived, Denisse refused to go outside, meet her and hand her the money like always, instead, she insisted and demanded that she enter the home if she wanted it. Somehow, she did convince her and Ámbar went inside where she was immediately attacked by her mother and Hugo with Hugo proceeding to rape Ámbar.
Soon a problem in their plan emerged when Ámbar's brother returned home much quicker than Denisse had expected him to. When Denisse saw her through the windows she hurriedly ran outside and told him that they needed to go to their old apartment because they had gotten a call that someone was breaking in. He couldn't see anything that was going on and really needed to use the bathroom, but his mother insisted that they had to leave now and when he moved past Denisse to use the bathroom, Hugo from the inside kept pushing the door shut so he couldn't enter, something he found odd. He was only allowed in after Hugo dragged his sister's body to another room and closed the door. When he was finally let in to use the bathroom, he heard a loud thumping noise coming from the other room. He left the bathroom and didn't even ask about the noises but Hugo felt the need to frantically explain them away and say it was his mother coming over for a visit and folding clothes. Ámbar's brother was one of the prosecution's star witnesses.
Hugo, now left alone, began dismembering Ámbar into the aforementioned 15 pieces and placed them into the coolers while CCTV cameras showed Denisse and her son at a metro station on the way to their apartment. Denisse showed no reaction to helping her boyfriend rape and murder her daughter. While at the metro station, she sent the following text messages to Hugo. "I'm more calm now, I love you, kisses", "I hope everything goes well for you", "See you tomorrow" and "Good night love" That second message was her wishing Hugo luck in disposing of her daughter's body. They also exchanged 14 phone calls. When they arrived at the apartment, Denisse had her son stay there while she rushed to a store to purchase paint and paraffin wax. Denisse was caught on CCTV doing this and the cashier was called to testify. To keep him away from their home, Denisse had her son stay at the apartment alone for the night as she returned.
Hugo and Denisse then went to the living room to remove the wooden floorboards in the living room, dig a six-foot hole through the soil underneath the floor, dumped the coolers into the hole, filled the hole back in, and placed new replacement floorboards where the old ones were and nailed them back to the floor sealing up the makeshift grave. The paraffin wax was used to try and keep any search dogs from detecting the stench of decomposition. Neighbours heard the sound of equipment such as drills and hammers being used but that the sounds were spaced out as if Hugo and Denisse were trying to be quiet with them. Denisse then wrapped Ámbar's cell phone in aluminum foil, burnt it and discarded it in a crawl space. Denisse's fingerprints were pulled from this foil. Denisse's shoes were also examined and traces of wax were found on the soles. Hugo seemed supremely confident that he would never be caught but as soon as he was confronted by his neighbours he was suddenly terrified and frantically told Denisse that they needed to run away.
On November 26, 2021, the two were found guilty and on December 7. both were sentenced to life imprisonment without the possibility of parole until at least 40 years into the sentence meaning the two won't even have the possibility of release until Hugo is at least in his 90s. It wasn't just murder the two were convicted of, they also were sentenced for rape and abuse, tragically not just that of Ámbar. Ámbar's brother wasn't just a major in the murder case, Hugo and Denisse had been sexually abusing him as well this whole time and the two were sent to prison for those crimes. For the sake of his protection, specific details involving his case have thankfully not been made public. They were both acquitted on the charge of illegally burying a body and Denisse was acquitted on the charge of raping Ámbar. They both appealed the verdict and sentence but on June 2, 2022, the Chilean Supreme Court upheld the decision.
Now I mentioned that Manuel García Queirolo would be brought up again as his actions were even more heinous, Well, during her disappearance and murder, the Cyber Crime Unit was investigating Manuel for completely unrelated reasons, he was suspected of producing and possessing child pornography on his cell phone and other sex crimes from 2016-2020. On August 17, 2020, he was placed under arrest while investigators went through his phone. As they expected, he did possess mutable inappropriate images of minors.
Manuel's arrest
Horrifyingly enough, 400 of which were all of Ámbar back when she lived in his property. Aside from photographing her while she was showering, he also had pictures of upskirts and pictures taken up her dresses and the phone camera zoomed in to focus on her privates. Ámbar never found out about these images. On December 15, 2021, Manuel was convicted by The Oral Criminal Trial Court of Viña del Mar and sentenced to 14 years imprisonment on December 27.
Ámbar's other relatives, friends and various women's rights organizations were satisfied with the verdict and even celebrated in the streets. The families of Verónica and Eugenio were also pleased to know that he was back in prison. For Hugo and Denisse, they are likely to never see each other face to face ever again. Ironically, that is despite being in the same prison. On April 27, 2022, Denisse was transferred to the same prison as Hugo after an apparent "lynching" attempt which led to lacerations on the scalp, bruises on both sides of the neck, an orbital hematoma, a laceration in the right eye, a wound on the lower lip, a hematoma in the lumbar dorsal area and on the left elbow. Although she has been attacked several times before this was the most brutal one.
Ámbar's brother is now 17-18 and is living with other family on Ulises's side. He is said to be doing well, has made several new friends and has moved on and put this incident behind him with his life looking up for him.
Sources (In the Comments)
submitted by moondog151 to TrueCrimeDiscussion [link] [comments]


2024.06.02 15:38 nc1996md It’s been a week… worried about my brain function and understanding what I have?

27 Male 5’10’’ 175lbs, no medications
So I have been noticing unordinary changes in my body and mind for the past week. These changes initially started because I had slept with someone unprotected, which also involved alcohol and smoking a cigarette. I am wondering what my symptoms can tell you what I could have because there are a few scenarios in my mind of what it could be given exposure of germs, fluids, so on. I’m worried because I don’t feel like myself and when I got the flu a few years back it disrupted my brain to a point where it affected me psychologically.
Within the week, every day has been different and varied in which symptoms were worse or on the lighter side. I have been experiencing: a sore throat, swollen lymph nodes, light coughing, loss of appetite from being depressed, fatigue, bodily distress, and the thing that is scaring me the most is having a foggy brain - not being able to think properly and connect my thoughts, words and what I know naturally. e.g. I decided to go out on my motorcycle yesterday and it quite literally was like I forgot how to ride a motorcycle…later I took a small fall on it which never happens.
Based on what has been surfacing, just casual things to think about as a person experiencing this stuff. But I am thinking could it be:
A) Covid
B) STD (HIV AIDS)
C) Bacterial or Viral Infection
D) Some other misc. exposure from contact with a person - mold toxicity, etc.
Thank you for your insights here. I’m most worried about my cognitive abilities. Look forward to hearing what you have to say. As a plus, is there any medicines or natural ways I could help my symptoms?
submitted by nc1996md to AskDocs [link] [comments]


2024.06.02 15:23 Vrozzi23 Having a Blast

Having a Blast
TLDR: Game good.
Going to go on a little bit of a rant about things i've been doing and things ive been having fun with. Nothing important just sharing my time.
I play a GIM as my first account and I’ve been playing for 3 months. This game is super addicting. I spent a whole day just doing medium clues and farming eclectic imps to get the Blue D’hide Pants (which is better BiS for me at the moment), I also wanted these to be able to do a hard step clue. I go 5x dry on the pants and spend all day doing medium clues and then pretty much get 2 blue D’hide pants back to back. Honestly, medium clues were a ton of fun and I learned a lot about getting around the map faster. I get the hard clue step done and I have to get into Piscatoris next as part of a step. I like how every aspect of the game is a little journey to getting your next goal and leads one thing into another. For example, I got my WC to 60 and started yews and so I wanted to get my Fletching up (I’m at like 52 fletching) so I could do yew bows while grinding trees but I’m broke. So I decided to do mining to get arrowheads, I get prospectors gear and around level 60 in MLM. I got some mithril and decided to get to 50 forging. So I get to 50 forging and start the giants foundry. Get 50 forging and all my steel gone. Look and realize I need 55 forging for the arrowheads. Do that, smelt all the mithril I got from MLM, roughly 500, and at the end of the day end up at 57 fletchin. A little sad and I may have not touched fletching since but I have another longer term goal for that. I end up starting birdhouses and find that fossil island has one of the best WC methods. So I start doing Sulliusceps for fun, learn that you can get fossils from them too and end up getting prayer pots for the group. I just really enjoy how grinds lead into other grinds. Like I want to do Tears of Guthix every week and so I want to get myself to at least base 30s for that xp boost. At this point everything else is already 30 besides farming and so I decided to do some quests. So I look up what quests I can do, we got forgettable tales (Im at exactly 17), so I need to do the Giant Dwarf. This leads into me getting forgettable tales done landing myself at 26 farming which I can now do Garden of Tranquility. Which if we remember for my hard clue I still need to get into Piscatoris and GoT is a pre req for that as well. On top of all this, I still need quest points for RFD so just a lot of goals that I want to reach and simultaneously moving towards that feels really nice. I know goal setting is big in this game and I just love it. I currently have a long term goal of reaching 92 mining, but once I get 92 mining I will need 82 fletching for those amethyst arrows. So I'm shifting my focus to broad arrows and that requires me to do a lot of slayer. Well for Slayer, RFD being done would be nice and having a cannon and cannon balls. Also if I get fletching levels I can get a magic shortbow which is far away but I need to get 82 fletching anyways. Another goal of mine is a Glory, and the xp from stars wasn't bad but I took a break from mining stars to start calcified rocks for the much needed prayer and better xp rates. Get a barrel from tempoross, finish animal magentism for the arrow bag, fishing outfit, roughly 70 prayer from calcified rocks, and whatever thing I want to focus next and just have fun with. I also started doing moons of peril and having a pretty good time. It's really slow so I wouldn't mind better gear but I also have a chance of getting better gear from there. Which is huge for irons due to having no upfront costs. Planning stuff out is great and I'm enjoying the hell out of the game. My only complaint so far is the lack of interaction with the playerbase in the game. So if any of you want to add me just to chat add me, ValGaming23. Also tips are appreciated.
RS Levels
submitted by Vrozzi23 to 2007scape [link] [comments]


2024.06.02 15:15 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DungeonMasters [link] [comments]


2024.06.02 15:14 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DMToolkit [link] [comments]


2024.06.02 15:14 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DungeonsAndDragons [link] [comments]


2024.06.02 15:13 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DnD5e [link] [comments]


2024.06.02 15:11 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DMAcademy [link] [comments]


2024.06.02 15:10 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DnDHomebrew [link] [comments]


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